CBattleInterface.cpp 112 KB

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  1. /*
  2. * CBattleInterface.cpp, part of VCMI engine
  3. *
  4. * Authors: listed in file AUTHORS in main folder
  5. *
  6. * License: GNU General Public License v2.0 or later
  7. * Full text of license available in license.txt file, in main folder
  8. *
  9. */
  10. #include "StdInc.h"
  11. #include "CBattleInterface.h"
  12. #include "CBattleAnimations.h"
  13. #include "CBattleInterfaceClasses.h"
  14. #include "CCreatureAnimation.h"
  15. #include "../CBitmapHandler.h"
  16. #include "../CGameInfo.h"
  17. #include "../CMessage.h"
  18. #include "../CMT.h"
  19. #include "../CMusicHandler.h"
  20. #include "../CPlayerInterface.h"
  21. #include "../CVideoHandler.h"
  22. #include "../Graphics.h"
  23. #include "../gui/CAnimation.h"
  24. #include "../gui/CCursorHandler.h"
  25. #include "../gui/CGuiHandler.h"
  26. #include "../gui/SDL_Extensions.h"
  27. #include "../windows/CAdvmapInterface.h"
  28. #include "../windows/CCreatureWindow.h"
  29. #include "../windows/CSpellWindow.h"
  30. #include "../../CCallback.h"
  31. #include "../../lib/CStack.h"
  32. #include "../../lib/CConfigHandler.h"
  33. #include "../../lib/CGeneralTextHandler.h"
  34. #include "../../lib/CHeroHandler.h"
  35. #include "../../lib/CondSh.h"
  36. #include "../../lib/CRandomGenerator.h"
  37. #include "../../lib/spells/CSpellHandler.h"
  38. #include "../../lib/CTownHandler.h"
  39. #include "../../lib/CGameState.h"
  40. #include "../../lib/mapping/CMap.h"
  41. #include "../../lib/NetPacks.h"
  42. #include "../../lib/UnlockGuard.h"
  43. CondSh<bool> CBattleInterface::animsAreDisplayed(false);
  44. CondSh<BattleAction *> CBattleInterface::givenCommand(nullptr);
  45. static void onAnimationFinished(const CStack *stack, std::weak_ptr<CCreatureAnimation> anim)
  46. {
  47. if(anim.expired())
  48. return;
  49. std::shared_ptr<CCreatureAnimation> animation = anim.lock();
  50. if (animation->isIdle())
  51. {
  52. const CCreature *creature = stack->getCreature();
  53. if (animation->framesInGroup(CCreatureAnim::MOUSEON) > 0)
  54. {
  55. if (CRandomGenerator::getDefault().nextDouble(99.0) < creature->animation.timeBetweenFidgets *10)
  56. animation->playOnce(CCreatureAnim::MOUSEON);
  57. else
  58. animation->setType(CCreatureAnim::HOLDING);
  59. }
  60. else
  61. {
  62. animation->setType(CCreatureAnim::HOLDING);
  63. }
  64. }
  65. // always reset callback
  66. animation->onAnimationReset += std::bind(&onAnimationFinished, stack, anim);
  67. }
  68. static void transformPalette(SDL_Surface *surf, double rCor, double gCor, double bCor)
  69. {
  70. SDL_Color *colorsToChange = surf->format->palette->colors;
  71. for (int g=0; g<surf->format->palette->ncolors; ++g)
  72. {
  73. if ((colorsToChange+g)->b != 132 &&
  74. (colorsToChange+g)->g != 231 &&
  75. (colorsToChange+g)->r != 255) //it's not yellow border
  76. {
  77. (colorsToChange+g)->r = static_cast<double>((colorsToChange+g)->r) *rCor;
  78. (colorsToChange+g)->g = static_cast<double>((colorsToChange+g)->g) *gCor;
  79. (colorsToChange+g)->b = static_cast<double>((colorsToChange+g)->b) *bCor;
  80. }
  81. }
  82. }
  83. void CBattleInterface::addNewAnim(CBattleAnimation *anim)
  84. {
  85. pendingAnims.push_back( std::make_pair(anim, false) );
  86. animsAreDisplayed.setn(true);
  87. }
  88. CBattleInterface::CBattleInterface(const CCreatureSet *army1, const CCreatureSet *army2,
  89. const CGHeroInstance *hero1, const CGHeroInstance *hero2,
  90. const SDL_Rect & myRect,
  91. std::shared_ptr<CPlayerInterface> att, std::shared_ptr<CPlayerInterface> defen, std::shared_ptr<CPlayerInterface> spectatorInt)
  92. : background(nullptr), attackingHeroInstance(hero1), defendingHeroInstance(hero2), animCount(0),
  93. activeStack(nullptr), mouseHoveredStack(nullptr), stackToActivate(nullptr), selectedStack(nullptr), previouslyHoveredHex(-1),
  94. currentlyHoveredHex(-1), attackingHex(-1), stackCanCastSpell(false), creatureCasting(false), spellDestSelectMode(false), spellToCast(nullptr), sp(nullptr),
  95. creatureSpellToCast(-1),
  96. siegeH(nullptr), attackerInt(att), defenderInt(defen), curInt(att), animIDhelper(0),
  97. myTurn(false), moveStarted(false), moveSoundHander(-1), bresult(nullptr)
  98. {
  99. OBJ_CONSTRUCTION;
  100. if(spectatorInt)
  101. {
  102. curInt = spectatorInt;
  103. }
  104. else if(!curInt)
  105. {
  106. //May happen when we are defending during network MP game -> attacker interface is just not present
  107. curInt = defenderInt;
  108. }
  109. animsAreDisplayed.setn(false);
  110. pos = myRect;
  111. strongInterest = true;
  112. givenCommand.setn(nullptr);
  113. //hot-seat -> check tactics for both players (defender may be local human)
  114. if(attackerInt && attackerInt->cb->battleGetTacticDist())
  115. tacticianInterface = attackerInt;
  116. else if(defenderInt && defenderInt->cb->battleGetTacticDist())
  117. tacticianInterface = defenderInt;
  118. //if we found interface of player with tactics, then enter tactics mode
  119. tacticsMode = static_cast<bool>(tacticianInterface);
  120. //create stack queue
  121. bool embedQueue;
  122. std::string queueSize = settings["battle"]["queueSize"].String();
  123. if(queueSize == "auto")
  124. embedQueue = screen->h < 700;
  125. else
  126. embedQueue = screen->h < 700 || queueSize == "small";
  127. queue = std::make_shared<CStackQueue>(embedQueue, this);
  128. if(!embedQueue)
  129. {
  130. if (settings["battle"]["showQueue"].Bool())
  131. pos.y += queue->pos.h / 2; //center whole window
  132. queue->moveTo(Point(pos.x, pos.y - queue->pos.h));
  133. }
  134. queue->update();
  135. //preparing siege info
  136. const CGTownInstance *town = curInt->cb->battleGetDefendedTown();
  137. if(town && town->hasFort())
  138. {
  139. siegeH = new SiegeHelper(town, this);
  140. }
  141. CPlayerInterface::battleInt = this;
  142. //initializing armies
  143. this->army1 = army1;
  144. this->army2 = army2;
  145. std::vector<const CStack*> stacks = curInt->cb->battleGetAllStacks(true);
  146. for(const CStack * s : stacks)
  147. {
  148. unitAdded(s);
  149. }
  150. //preparing menu background and terrain
  151. if(siegeH)
  152. {
  153. background = BitmapHandler::loadBitmap( siegeH->getSiegeName(0), false );
  154. ui8 siegeLevel = curInt->cb->battleGetSiegeLevel();
  155. if (siegeLevel >= 2) //citadel or castle
  156. {
  157. //print moat/mlip
  158. SDL_Surface *moat = BitmapHandler::loadBitmap( siegeH->getSiegeName(13) ),
  159. * mlip = BitmapHandler::loadBitmap( siegeH->getSiegeName(14) );
  160. auto & info = siegeH->town->town->clientInfo;
  161. Point moatPos(info.siegePositions[13].x, info.siegePositions[13].y);
  162. Point mlipPos(info.siegePositions[14].x, info.siegePositions[14].y);
  163. if (moat) //eg. tower has no moat
  164. blitAt(moat, moatPos.x,moatPos.y, background);
  165. if (mlip) //eg. tower has no mlip
  166. blitAt(mlip, mlipPos.x, mlipPos.y, background);
  167. SDL_FreeSurface(moat);
  168. SDL_FreeSurface(mlip);
  169. }
  170. }
  171. else
  172. {
  173. auto bfieldType = (int)curInt->cb->battleGetBattlefieldType();
  174. if (graphics->battleBacks.size() <= bfieldType || bfieldType < 0)
  175. logGlobal->error("%d is not valid battlefield type index!", bfieldType);
  176. else if (graphics->battleBacks[bfieldType].empty())
  177. logGlobal->error("%d battlefield type does not have any backgrounds!", bfieldType);
  178. else
  179. {
  180. const std::string bgName = *RandomGeneratorUtil::nextItem(graphics->battleBacks[bfieldType], CRandomGenerator::getDefault());
  181. background = BitmapHandler::loadBitmap(bgName, false);
  182. }
  183. }
  184. //preparing graphics for displaying amounts of creatures
  185. amountNormal = BitmapHandler::loadBitmap("CMNUMWIN.BMP");
  186. CSDL_Ext::alphaTransform(amountNormal);
  187. transformPalette(amountNormal, 0.59, 0.19, 0.93);
  188. amountPositive = BitmapHandler::loadBitmap("CMNUMWIN.BMP");
  189. CSDL_Ext::alphaTransform(amountPositive);
  190. transformPalette(amountPositive, 0.18, 1.00, 0.18);
  191. amountNegative = BitmapHandler::loadBitmap("CMNUMWIN.BMP");
  192. CSDL_Ext::alphaTransform(amountNegative);
  193. transformPalette(amountNegative, 1.00, 0.18, 0.18);
  194. amountEffNeutral = BitmapHandler::loadBitmap("CMNUMWIN.BMP");
  195. CSDL_Ext::alphaTransform(amountEffNeutral);
  196. transformPalette(amountEffNeutral, 1.00, 1.00, 0.18);
  197. //preparing buttons and console
  198. bOptions = std::make_shared<CButton>(Point( 3, 561), "icm003.def", CGI->generaltexth->zelp[381], std::bind(&CBattleInterface::bOptionsf,this), SDLK_o);
  199. bSurrender = std::make_shared<CButton>(Point( 54, 561), "icm001.def", CGI->generaltexth->zelp[379], std::bind(&CBattleInterface::bSurrenderf,this), SDLK_s);
  200. bFlee = std::make_shared<CButton>(Point(105, 561), "icm002.def", CGI->generaltexth->zelp[380], std::bind(&CBattleInterface::bFleef,this), SDLK_r);
  201. bAutofight = std::make_shared<CButton>(Point(157, 561), "icm004.def", CGI->generaltexth->zelp[382], std::bind(&CBattleInterface::bAutofightf,this), SDLK_a);
  202. bSpell = std::make_shared<CButton>(Point(645, 561), "icm005.def", CGI->generaltexth->zelp[385], std::bind(&CBattleInterface::bSpellf,this), SDLK_c);
  203. bWait = std::make_shared<CButton>(Point(696, 561), "icm006.def", CGI->generaltexth->zelp[386], std::bind(&CBattleInterface::bWaitf,this), SDLK_w);
  204. bDefence = std::make_shared<CButton>(Point(747, 561), "icm007.def", CGI->generaltexth->zelp[387], std::bind(&CBattleInterface::bDefencef,this), SDLK_d);
  205. bDefence->assignedKeys.insert(SDLK_SPACE);
  206. bConsoleUp = std::make_shared<CButton>(Point(624, 561), "ComSlide.def", std::make_pair("", ""), std::bind(&CBattleInterface::bConsoleUpf,this), SDLK_UP);
  207. bConsoleDown = std::make_shared<CButton>(Point(624, 580), "ComSlide.def", std::make_pair("", ""), std::bind(&CBattleInterface::bConsoleDownf,this), SDLK_DOWN);
  208. bConsoleDown->setImageOrder(2, 3, 4, 5);
  209. console = std::make_shared<CBattleConsole>();
  210. console->pos.x += 211;
  211. console->pos.y += 560;
  212. console->pos.w = 406;
  213. console->pos.h = 38;
  214. if(tacticsMode)
  215. {
  216. btactNext = std::make_shared<CButton>(Point(213, 560), "icm011.def", std::make_pair("", ""), [&](){ bTacticNextStack(nullptr);}, SDLK_SPACE);
  217. btactEnd = std::make_shared<CButton>(Point(419, 560), "icm012.def", std::make_pair("", ""), [&](){ bEndTacticPhase();}, SDLK_RETURN);
  218. menu = BitmapHandler::loadBitmap("COPLACBR.BMP");
  219. }
  220. else
  221. {
  222. menu = BitmapHandler::loadBitmap("CBAR.BMP");
  223. }
  224. graphics->blueToPlayersAdv(menu, curInt->playerID);
  225. //loading hero animations
  226. if(hero1) // attacking hero
  227. {
  228. std::string battleImage;
  229. if(!hero1->type->battleImage.empty())
  230. {
  231. battleImage = hero1->type->battleImage;
  232. }
  233. else
  234. {
  235. if(hero1->sex)
  236. battleImage = hero1->type->heroClass->imageBattleFemale;
  237. else
  238. battleImage = hero1->type->heroClass->imageBattleMale;
  239. }
  240. attackingHero = std::make_shared<CBattleHero>(battleImage, false, hero1->tempOwner, hero1->tempOwner == curInt->playerID ? hero1 : nullptr, this);
  241. auto img = attackingHero->animation->getImage(0, 0, true);
  242. if(img)
  243. attackingHero->pos = genRect(img->height(), img->width(), pos.x - 43, pos.y - 19);
  244. }
  245. if(hero2) // defending hero
  246. {
  247. std::string battleImage;
  248. if(!hero2->type->battleImage.empty())
  249. {
  250. battleImage = hero2->type->battleImage;
  251. }
  252. else
  253. {
  254. if(hero2->sex)
  255. battleImage = hero2->type->heroClass->imageBattleFemale;
  256. else
  257. battleImage = hero2->type->heroClass->imageBattleMale;
  258. }
  259. defendingHero = std::make_shared<CBattleHero>(battleImage, true, hero2->tempOwner, hero2->tempOwner == curInt->playerID ? hero2 : nullptr, this);
  260. auto img = defendingHero->animation->getImage(0, 0, true);
  261. if(img)
  262. defendingHero->pos = genRect(img->height(), img->width(), pos.x + 693, pos.y - 19);
  263. }
  264. //preparing cells and hexes
  265. cellBorder = BitmapHandler::loadBitmap("CCELLGRD.BMP");
  266. CSDL_Ext::alphaTransform(cellBorder);
  267. cellShade = BitmapHandler::loadBitmap("CCELLSHD.BMP");
  268. CSDL_Ext::alphaTransform(cellShade);
  269. for (int h = 0; h < GameConstants::BFIELD_SIZE; ++h)
  270. {
  271. auto hex = std::make_shared<CClickableHex>();
  272. hex->myNumber = h;
  273. hex->pos = hexPosition(h);
  274. hex->accessible = true;
  275. hex->myInterface = this;
  276. bfield.push_back(hex);
  277. }
  278. //locking occupied positions on batlefield
  279. for(const CStack * s : stacks) //stacks gained at top of this function
  280. if(s->initialPosition >= 0) //turrets have position < 0
  281. bfield[s->getPosition()]->accessible = false;
  282. //preparing graphic with cell borders
  283. cellBorders = CSDL_Ext::newSurface(background->w, background->h, cellBorder);
  284. //copying palette
  285. for (int g=0; g<cellBorder->format->palette->ncolors; ++g) //we assume that cellBorders->format->palette->ncolors == 256
  286. {
  287. cellBorders->format->palette->colors[g] = cellBorder->format->palette->colors[g];
  288. }
  289. //palette copied
  290. for (int i=0; i<GameConstants::BFIELD_HEIGHT; ++i) //rows
  291. {
  292. for (int j=0; j<GameConstants::BFIELD_WIDTH-2; ++j) //columns
  293. {
  294. int x = 58 + (i%2==0 ? 22 : 0) + 44*j;
  295. int y = 86 + 42 *i;
  296. for (int cellX = 0; cellX < cellBorder->w; ++cellX)
  297. {
  298. for (int cellY = 0; cellY < cellBorder->h; ++cellY)
  299. {
  300. if (y+cellY < cellBorders->h && x+cellX < cellBorders->w)
  301. * ((Uint8*)cellBorders->pixels + (y+cellY) *cellBorders->pitch + (x+cellX)) |= *((Uint8*)cellBorder->pixels + cellY *cellBorder->pitch + cellX);
  302. }
  303. }
  304. }
  305. }
  306. backgroundWithHexes = CSDL_Ext::newSurface(background->w, background->h, screen);
  307. //preparing obstacle defs
  308. auto obst = curInt->cb->battleGetAllObstacles();
  309. for(auto & elem : obst)
  310. {
  311. if(elem->obstacleType == CObstacleInstance::USUAL)
  312. {
  313. std::string animationName = elem->getInfo().defName;
  314. auto cached = animationsCache.find(animationName);
  315. if(cached == animationsCache.end())
  316. {
  317. auto animation = std::make_shared<CAnimation>(animationName);
  318. animationsCache[animationName] = animation;
  319. obstacleAnimations[elem->uniqueID] = animation;
  320. animation->preload();
  321. }
  322. else
  323. {
  324. obstacleAnimations[elem->uniqueID] = cached->second;
  325. }
  326. }
  327. else if (elem->obstacleType == CObstacleInstance::ABSOLUTE_OBSTACLE)
  328. {
  329. std::string animationName = elem->getInfo().defName;
  330. auto cached = animationsCache.find(animationName);
  331. if(cached == animationsCache.end())
  332. {
  333. auto animation = std::make_shared<CAnimation>();
  334. animation->setCustom(animationName, 0, 0);
  335. animationsCache[animationName] = animation;
  336. obstacleAnimations[elem->uniqueID] = animation;
  337. animation->preload();
  338. }
  339. else
  340. {
  341. obstacleAnimations[elem->uniqueID] = cached->second;
  342. }
  343. }
  344. }
  345. for(auto hex : bfield)
  346. addChild(hex.get());
  347. if (tacticsMode)
  348. bTacticNextStack();
  349. CCS->musich->stopMusic();
  350. int channel = CCS->soundh->playSoundFromSet(CCS->soundh->battleIntroSounds);
  351. auto onIntroPlayed = []()
  352. {
  353. if (LOCPLINT->battleInt)
  354. CCS->musich->playMusicFromSet("battle", true);
  355. };
  356. CCS->soundh->setCallback(channel, onIntroPlayed);
  357. memset(stackCountOutsideHexes, 1, GameConstants::BFIELD_SIZE *sizeof(bool)); //initialize array with trues
  358. currentAction = INVALID;
  359. selectedAction = INVALID;
  360. addUsedEvents(RCLICK | MOVE | KEYBOARD);
  361. blockUI(settings["session"]["spectate"].Bool());
  362. }
  363. CBattleInterface::~CBattleInterface()
  364. {
  365. CPlayerInterface::battleInt = nullptr;
  366. givenCommand.cond.notify_all(); //that two lines should make any activeStack waiting thread to finish
  367. if (active) //dirty fix for #485
  368. {
  369. deactivate();
  370. }
  371. SDL_FreeSurface(background);
  372. SDL_FreeSurface(menu);
  373. SDL_FreeSurface(amountNormal);
  374. SDL_FreeSurface(amountNegative);
  375. SDL_FreeSurface(amountPositive);
  376. SDL_FreeSurface(amountEffNeutral);
  377. SDL_FreeSurface(cellBorders);
  378. SDL_FreeSurface(backgroundWithHexes);
  379. SDL_FreeSurface(cellBorder);
  380. SDL_FreeSurface(cellShade);
  381. delete siegeH;
  382. //TODO: play AI tracks if battle was during AI turn
  383. //if (!curInt->makingTurn)
  384. //CCS->musich->playMusicFromSet(CCS->musich->aiMusics, -1);
  385. if (adventureInt && adventureInt->selection)
  386. {
  387. int terrain = LOCPLINT->cb->getTile(adventureInt->selection->visitablePos())->terType;
  388. CCS->musich->playMusicFromSet("terrain", terrain, true);
  389. }
  390. animsAreDisplayed.setn(false);
  391. }
  392. void CBattleInterface::setPrintCellBorders(bool set)
  393. {
  394. Settings cellBorders = settings.write["battle"]["cellBorders"];
  395. cellBorders->Bool() = set;
  396. redrawBackgroundWithHexes(activeStack);
  397. GH.totalRedraw();
  398. }
  399. void CBattleInterface::setPrintStackRange(bool set)
  400. {
  401. Settings stackRange = settings.write["battle"]["stackRange"];
  402. stackRange->Bool() = set;
  403. redrawBackgroundWithHexes(activeStack);
  404. GH.totalRedraw();
  405. }
  406. void CBattleInterface::setPrintMouseShadow(bool set)
  407. {
  408. Settings shadow = settings.write["battle"]["mouseShadow"];
  409. shadow->Bool() = set;
  410. }
  411. void CBattleInterface::activate()
  412. {
  413. if (curInt->isAutoFightOn)
  414. {
  415. bAutofight->activate();
  416. return;
  417. }
  418. CIntObject::activate();
  419. bOptions->activate();
  420. bSurrender->activate();
  421. bFlee->activate();
  422. bAutofight->activate();
  423. bSpell->activate();
  424. bWait->activate();
  425. bDefence->activate();
  426. for (auto hex : bfield)
  427. hex->activate();
  428. if (attackingHero)
  429. attackingHero->activate();
  430. if (defendingHero)
  431. defendingHero->activate();
  432. if (settings["battle"]["showQueue"].Bool())
  433. queue->activate();
  434. if (tacticsMode)
  435. {
  436. btactNext->activate();
  437. btactEnd->activate();
  438. }
  439. else
  440. {
  441. bConsoleUp->activate();
  442. bConsoleDown->activate();
  443. }
  444. LOCPLINT->cingconsole->activate();
  445. }
  446. void CBattleInterface::deactivate()
  447. {
  448. CIntObject::deactivate();
  449. bOptions->deactivate();
  450. bSurrender->deactivate();
  451. bFlee->deactivate();
  452. bAutofight->deactivate();
  453. bSpell->deactivate();
  454. bWait->deactivate();
  455. bDefence->deactivate();
  456. for (auto hex : bfield)
  457. hex->deactivate();
  458. if (attackingHero)
  459. attackingHero->deactivate();
  460. if (defendingHero)
  461. defendingHero->deactivate();
  462. if (settings["battle"]["showQueue"].Bool())
  463. queue->deactivate();
  464. if (tacticsMode)
  465. {
  466. btactNext->deactivate();
  467. btactEnd->deactivate();
  468. }
  469. else
  470. {
  471. bConsoleUp->deactivate();
  472. bConsoleDown->deactivate();
  473. }
  474. LOCPLINT->cingconsole->deactivate();
  475. }
  476. void CBattleInterface::keyPressed(const SDL_KeyboardEvent & key)
  477. {
  478. if (key.keysym.sym == SDLK_q && key.state == SDL_PRESSED)
  479. {
  480. if (settings["battle"]["showQueue"].Bool()) //hide queue
  481. hideQueue();
  482. else
  483. showQueue();
  484. }
  485. else if (key.keysym.sym == SDLK_f && key.state == SDL_PRESSED)
  486. {
  487. enterCreatureCastingMode();
  488. }
  489. else if (key.keysym.sym == SDLK_ESCAPE)
  490. {
  491. endCastingSpell();
  492. }
  493. }
  494. void CBattleInterface::mouseMoved(const SDL_MouseMotionEvent &sEvent)
  495. {
  496. auto hexItr = std::find_if(bfield.begin(), bfield.end(), [](std::shared_ptr<CClickableHex> hex)
  497. {
  498. return hex->hovered && hex->strictHovered;
  499. });
  500. handleHex(hexItr == bfield.end() ? -1 : (*hexItr)->myNumber, MOVE);
  501. }
  502. void CBattleInterface::setBattleCursor(const int myNumber)
  503. {
  504. const CClickableHex & hoveredHex = *bfield[myNumber];
  505. CCursorHandler *cursor = CCS->curh;
  506. const double subdividingAngle = 2.0*M_PI/6.0; // Divide a hex into six sectors.
  507. const double hexMidX = hoveredHex.pos.x + hoveredHex.pos.w/2.0;
  508. const double hexMidY = hoveredHex.pos.y + hoveredHex.pos.h/2.0;
  509. const double cursorHexAngle = M_PI - atan2(hexMidY - cursor->ypos, cursor->xpos - hexMidX) + subdividingAngle/2; //TODO: refactor this nightmare
  510. const double sector = fmod(cursorHexAngle/subdividingAngle, 6.0);
  511. const int zigzagCorrection = !((myNumber/GameConstants::BFIELD_WIDTH)%2); // Off-by-one correction needed to deal with the odd battlefield rows.
  512. std::vector<int> sectorCursor; // From left to bottom left.
  513. sectorCursor.push_back(8);
  514. sectorCursor.push_back(9);
  515. sectorCursor.push_back(10);
  516. sectorCursor.push_back(11);
  517. sectorCursor.push_back(12);
  518. sectorCursor.push_back(7);
  519. const bool doubleWide = activeStack->doubleWide();
  520. bool aboveAttackable = true, belowAttackable = true;
  521. // Exclude directions which cannot be attacked from.
  522. // Check to the left.
  523. if (myNumber%GameConstants::BFIELD_WIDTH <= 1 || !vstd::contains(occupyableHexes, myNumber - 1))
  524. {
  525. sectorCursor[0] = -1;
  526. }
  527. // Check top left, top right as well as above for 2-hex creatures.
  528. if (myNumber/GameConstants::BFIELD_WIDTH == 0)
  529. {
  530. sectorCursor[1] = -1;
  531. sectorCursor[2] = -1;
  532. aboveAttackable = false;
  533. }
  534. else
  535. {
  536. if (doubleWide)
  537. {
  538. bool attackRow[4] = {true, true, true, true};
  539. if (myNumber%GameConstants::BFIELD_WIDTH <= 1 || !vstd::contains(occupyableHexes, myNumber - GameConstants::BFIELD_WIDTH - 2 + zigzagCorrection))
  540. attackRow[0] = false;
  541. if (!vstd::contains(occupyableHexes, myNumber - GameConstants::BFIELD_WIDTH - 1 + zigzagCorrection))
  542. attackRow[1] = false;
  543. if (!vstd::contains(occupyableHexes, myNumber - GameConstants::BFIELD_WIDTH + zigzagCorrection))
  544. attackRow[2] = false;
  545. if (myNumber%GameConstants::BFIELD_WIDTH >= GameConstants::BFIELD_WIDTH - 2 || !vstd::contains(occupyableHexes, myNumber - GameConstants::BFIELD_WIDTH + 1 + zigzagCorrection))
  546. attackRow[3] = false;
  547. if (!(attackRow[0] && attackRow[1]))
  548. sectorCursor[1] = -1;
  549. if (!(attackRow[1] && attackRow[2]))
  550. aboveAttackable = false;
  551. if (!(attackRow[2] && attackRow[3]))
  552. sectorCursor[2] = -1;
  553. }
  554. else
  555. {
  556. if (!vstd::contains(occupyableHexes, myNumber - GameConstants::BFIELD_WIDTH - 1 + zigzagCorrection))
  557. sectorCursor[1] = -1;
  558. if (!vstd::contains(occupyableHexes, myNumber - GameConstants::BFIELD_WIDTH + zigzagCorrection))
  559. sectorCursor[2] = -1;
  560. }
  561. }
  562. // Check to the right.
  563. if (myNumber%GameConstants::BFIELD_WIDTH >= GameConstants::BFIELD_WIDTH - 2 || !vstd::contains(occupyableHexes, myNumber + 1))
  564. {
  565. sectorCursor[3] = -1;
  566. }
  567. // Check bottom right, bottom left as well as below for 2-hex creatures.
  568. if (myNumber/GameConstants::BFIELD_WIDTH == GameConstants::BFIELD_HEIGHT - 1)
  569. {
  570. sectorCursor[4] = -1;
  571. sectorCursor[5] = -1;
  572. belowAttackable = false;
  573. }
  574. else
  575. {
  576. if (doubleWide)
  577. {
  578. bool attackRow[4] = {true, true, true, true};
  579. if (myNumber%GameConstants::BFIELD_WIDTH <= 1 || !vstd::contains(occupyableHexes, myNumber + GameConstants::BFIELD_WIDTH - 2 + zigzagCorrection))
  580. attackRow[0] = false;
  581. if (!vstd::contains(occupyableHexes, myNumber + GameConstants::BFIELD_WIDTH - 1 + zigzagCorrection))
  582. attackRow[1] = false;
  583. if (!vstd::contains(occupyableHexes, myNumber + GameConstants::BFIELD_WIDTH + zigzagCorrection))
  584. attackRow[2] = false;
  585. if (myNumber%GameConstants::BFIELD_WIDTH >= GameConstants::BFIELD_WIDTH - 2 || !vstd::contains(occupyableHexes, myNumber + GameConstants::BFIELD_WIDTH + 1 + zigzagCorrection))
  586. attackRow[3] = false;
  587. if (!(attackRow[0] && attackRow[1]))
  588. sectorCursor[5] = -1;
  589. if (!(attackRow[1] && attackRow[2]))
  590. belowAttackable = false;
  591. if (!(attackRow[2] && attackRow[3]))
  592. sectorCursor[4] = -1;
  593. }
  594. else
  595. {
  596. if (!vstd::contains(occupyableHexes, myNumber + GameConstants::BFIELD_WIDTH + zigzagCorrection))
  597. sectorCursor[4] = -1;
  598. if (!vstd::contains(occupyableHexes, myNumber + GameConstants::BFIELD_WIDTH - 1 + zigzagCorrection))
  599. sectorCursor[5] = -1;
  600. }
  601. }
  602. // Determine index from sector.
  603. int cursorIndex;
  604. if (doubleWide)
  605. {
  606. sectorCursor.insert(sectorCursor.begin() + 5, belowAttackable ? 13 : -1);
  607. sectorCursor.insert(sectorCursor.begin() + 2, aboveAttackable ? 14 : -1);
  608. if (sector < 1.5)
  609. cursorIndex = sector;
  610. else if (sector >= 1.5 && sector < 2.5)
  611. cursorIndex = 2;
  612. else if (sector >= 2.5 && sector < 4.5)
  613. cursorIndex = (int) sector + 1;
  614. else if (sector >= 4.5 && sector < 5.5)
  615. cursorIndex = 6;
  616. else
  617. cursorIndex = (int) sector + 2;
  618. }
  619. else
  620. {
  621. cursorIndex = sector;
  622. }
  623. // Generally should NEVER happen, but to avoid the possibility of having endless loop below... [#1016]
  624. if (!vstd::contains_if (sectorCursor, [](int sc) { return sc != -1; }))
  625. {
  626. logGlobal->error("Error: for hex %d cannot find a hex to attack from!", myNumber);
  627. attackingHex = -1;
  628. return;
  629. }
  630. // Find the closest direction attackable, starting with the right one.
  631. // FIXME: Is this really how the original H3 client does it?
  632. int i = 0;
  633. while (sectorCursor[(cursorIndex + i)%sectorCursor.size()] == -1) //Why hast thou forsaken me?
  634. i = i <= 0 ? 1 - i : -i; // 0, 1, -1, 2, -2, 3, -3 etc..
  635. int index = (cursorIndex + i)%sectorCursor.size(); //hopefully we get elements from sectorCursor
  636. cursor->changeGraphic(ECursor::COMBAT, sectorCursor[index]);
  637. switch (index)
  638. {
  639. case 0:
  640. attackingHex = myNumber - 1; //left
  641. break;
  642. case 1:
  643. attackingHex = myNumber - GameConstants::BFIELD_WIDTH - 1 + zigzagCorrection; //top left
  644. break;
  645. case 2:
  646. attackingHex = myNumber - GameConstants::BFIELD_WIDTH + zigzagCorrection; //top right
  647. break;
  648. case 3:
  649. attackingHex = myNumber + 1; //right
  650. break;
  651. case 4:
  652. attackingHex = myNumber + GameConstants::BFIELD_WIDTH + zigzagCorrection; //bottom right
  653. break;
  654. case 5:
  655. attackingHex = myNumber + GameConstants::BFIELD_WIDTH - 1 + zigzagCorrection; //bottom left
  656. break;
  657. }
  658. BattleHex hex(attackingHex);
  659. if (!hex.isValid())
  660. attackingHex = -1;
  661. }
  662. void CBattleInterface::clickRight(tribool down, bool previousState)
  663. {
  664. if (!down)
  665. {
  666. endCastingSpell();
  667. }
  668. }
  669. void CBattleInterface::bOptionsf()
  670. {
  671. if (spellDestSelectMode) //we are casting a spell
  672. return;
  673. CCS->curh->changeGraphic(ECursor::ADVENTURE,0);
  674. Rect tempRect = genRect(431, 481, 160, 84);
  675. tempRect += pos.topLeft();
  676. GH.pushIntT<CBattleOptionsWindow>(tempRect, this);
  677. }
  678. void CBattleInterface::bSurrenderf()
  679. {
  680. if (spellDestSelectMode) //we are casting a spell
  681. return;
  682. int cost = curInt->cb->battleGetSurrenderCost();
  683. if (cost >= 0)
  684. {
  685. std::string enemyHeroName = curInt->cb->battleGetEnemyHero().name;
  686. if (enemyHeroName.empty())
  687. enemyHeroName = "#ENEMY#"; //TODO: should surrendering without enemy hero be enabled?
  688. std::string surrenderMessage = boost::str(boost::format(CGI->generaltexth->allTexts[32]) % enemyHeroName % cost); //%s states: "I will accept your surrender and grant you and your troops safe passage for the price of %d gold."
  689. curInt->showYesNoDialog(surrenderMessage, [this](){ reallySurrender(); }, nullptr);
  690. }
  691. }
  692. void CBattleInterface::bFleef()
  693. {
  694. if (spellDestSelectMode) //we are casting a spell
  695. return;
  696. if ( curInt->cb->battleCanFlee() )
  697. {
  698. CFunctionList<void()> ony = std::bind(&CBattleInterface::reallyFlee,this);
  699. curInt->showYesNoDialog(CGI->generaltexth->allTexts[28], ony, nullptr); //Are you sure you want to retreat?
  700. }
  701. else
  702. {
  703. std::vector<std::shared_ptr<CComponent>> comps;
  704. std::string heroName;
  705. //calculating fleeing hero's name
  706. if (attackingHeroInstance)
  707. if (attackingHeroInstance->tempOwner == curInt->cb->getMyColor())
  708. heroName = attackingHeroInstance->name;
  709. if (defendingHeroInstance)
  710. if (defendingHeroInstance->tempOwner == curInt->cb->getMyColor())
  711. heroName = defendingHeroInstance->name;
  712. //calculating text
  713. auto txt = boost::format(CGI->generaltexth->allTexts[340]) % heroName; //The Shackles of War are present. %s can not retreat!
  714. //printing message
  715. curInt->showInfoDialog(boost::to_string(txt), comps);
  716. }
  717. }
  718. void CBattleInterface::reallyFlee()
  719. {
  720. giveCommand(EActionType::RETREAT);
  721. CCS->curh->changeGraphic(ECursor::ADVENTURE, 0);
  722. }
  723. void CBattleInterface::reallySurrender()
  724. {
  725. if (curInt->cb->getResourceAmount(Res::GOLD) < curInt->cb->battleGetSurrenderCost())
  726. {
  727. curInt->showInfoDialog(CGI->generaltexth->allTexts[29]); //You don't have enough gold!
  728. }
  729. else
  730. {
  731. giveCommand(EActionType::SURRENDER);
  732. CCS->curh->changeGraphic(ECursor::ADVENTURE, 0);
  733. }
  734. }
  735. void CBattleInterface::bAutofightf()
  736. {
  737. if (spellDestSelectMode) //we are casting a spell
  738. return;
  739. //Stop auto-fight mode
  740. if (curInt->isAutoFightOn)
  741. {
  742. assert(curInt->autofightingAI);
  743. curInt->isAutoFightOn = false;
  744. logGlobal->trace("Stopping the autofight...");
  745. }
  746. else
  747. {
  748. curInt->isAutoFightOn = true;
  749. blockUI(true);
  750. auto ai = CDynLibHandler::getNewBattleAI(settings["server"]["friendlyAI"].String());
  751. ai->init(curInt->cb);
  752. ai->battleStart(army1, army2, int3(0,0,0), attackingHeroInstance, defendingHeroInstance, curInt->cb->battleGetMySide());
  753. curInt->autofightingAI = ai;
  754. curInt->cb->registerBattleInterface(ai);
  755. requestAutofightingAIToTakeAction();
  756. }
  757. }
  758. void CBattleInterface::bSpellf()
  759. {
  760. if (spellDestSelectMode) //we are casting a spell
  761. return;
  762. if (!myTurn)
  763. return;
  764. auto myHero = currentHero();
  765. if(!myHero)
  766. return;
  767. CCS->curh->changeGraphic(ECursor::ADVENTURE,0);
  768. ESpellCastProblem::ESpellCastProblem spellCastProblem = curInt->cb->battleCanCastSpell(myHero, spells::Mode::HERO);
  769. if(spellCastProblem == ESpellCastProblem::OK)
  770. {
  771. GH.pushIntT<CSpellWindow>(myHero, curInt.get());
  772. }
  773. else if (spellCastProblem == ESpellCastProblem::MAGIC_IS_BLOCKED)
  774. {
  775. //TODO: move to spell mechanics, add more information to spell cast problem
  776. //Handle Orb of Inhibition-like effects -> we want to display dialog with info, why casting is impossible
  777. auto blockingBonus = currentHero()->getBonusLocalFirst(Selector::type(Bonus::BLOCK_ALL_MAGIC));
  778. if (!blockingBonus)
  779. return;
  780. if (blockingBonus->source == Bonus::ARTIFACT)
  781. {
  782. const int artID = blockingBonus->sid;
  783. //If we have artifact, put name of our hero. Otherwise assume it's the enemy.
  784. //TODO check who *really* is source of bonus
  785. std::string heroName = myHero->hasArt(artID) ? myHero->name : enemyHero().name;
  786. //%s wields the %s, an ancient artifact which creates a p dead to all magic.
  787. LOCPLINT->showInfoDialog(boost::str(boost::format(CGI->generaltexth->allTexts[683])
  788. % heroName % CGI->arth->artifacts[artID]->Name()));
  789. }
  790. }
  791. }
  792. void CBattleInterface::bWaitf()
  793. {
  794. if (spellDestSelectMode) //we are casting a spell
  795. return;
  796. if (activeStack != nullptr)
  797. giveCommand(EActionType::WAIT);
  798. }
  799. void CBattleInterface::bDefencef()
  800. {
  801. if (spellDestSelectMode) //we are casting a spell
  802. return;
  803. if (activeStack != nullptr)
  804. giveCommand(EActionType::DEFEND);
  805. }
  806. void CBattleInterface::bConsoleUpf()
  807. {
  808. if (spellDestSelectMode) //we are casting a spell
  809. return;
  810. console->scrollUp();
  811. }
  812. void CBattleInterface::bConsoleDownf()
  813. {
  814. if (spellDestSelectMode) //we are casting a spell
  815. return;
  816. console->scrollDown();
  817. }
  818. void CBattleInterface::unitAdded(const CStack * stack)
  819. {
  820. creDir[stack->ID] = stack->side == BattleSide::ATTACKER; // must be set before getting stack position
  821. Point coords = CClickableHex::getXYUnitAnim(stack->getPosition(), stack, this);
  822. if(stack->initialPosition < 0) //turret
  823. {
  824. const CCreature *turretCreature = CGI->creh->creatures[siegeH->town->town->clientInfo.siegeShooter];
  825. creAnims[stack->ID] = AnimationControls::getAnimation(turretCreature);
  826. // Turret positions are read out of the config/wall_pos.txt
  827. int posID = 0;
  828. switch (stack->initialPosition)
  829. {
  830. case -2: // keep creature
  831. posID = 18;
  832. break;
  833. case -3: // bottom creature
  834. posID = 19;
  835. break;
  836. case -4: // upper creature
  837. posID = 20;
  838. break;
  839. }
  840. if (posID != 0)
  841. {
  842. coords.x = siegeH->town->town->clientInfo.siegePositions[posID].x + this->pos.x;
  843. coords.y = siegeH->town->town->clientInfo.siegePositions[posID].y + this->pos.y;
  844. }
  845. creAnims[stack->ID]->pos.h = 225;
  846. }
  847. else
  848. {
  849. creAnims[stack->ID] = AnimationControls::getAnimation(stack->getCreature());
  850. creAnims[stack->ID]->onAnimationReset += std::bind(&onAnimationFinished, stack, creAnims[stack->ID]);
  851. creAnims[stack->ID]->pos.h = creAnims[stack->ID]->getHeight();
  852. }
  853. creAnims[stack->ID]->pos.x = coords.x;
  854. creAnims[stack->ID]->pos.y = coords.y;
  855. creAnims[stack->ID]->pos.w = creAnims[stack->ID]->getWidth();
  856. creAnims[stack->ID]->setType(CCreatureAnim::HOLDING);
  857. //loading projectiles for units
  858. if(stack->isShooter())
  859. {
  860. initStackProjectile(stack);
  861. }
  862. }
  863. void CBattleInterface::initStackProjectile(const CStack * stack)
  864. {
  865. const CCreature * creature;//creature whose shots should be loaded
  866. if(stack->getCreature()->idNumber == CreatureID::ARROW_TOWERS)
  867. creature = CGI->creh->creatures[siegeH->town->town->clientInfo.siegeShooter];
  868. else
  869. creature = stack->getCreature();
  870. std::shared_ptr<CAnimation> projectile = std::make_shared<CAnimation>(creature->animation.projectileImageName);
  871. projectile->preload();
  872. if(projectile->size(1) != 0)
  873. logAnim->error("Expected empty group 1 in stack projectile");
  874. else
  875. projectile->createFlippedGroup(0, 1);
  876. idToProjectile[stack->getCreature()->idNumber] = projectile;
  877. }
  878. void CBattleInterface::stackRemoved(uint32_t stackID)
  879. {
  880. if (activeStack != nullptr)
  881. {
  882. if (activeStack->ID == stackID)
  883. {
  884. BattleAction *action = new BattleAction();
  885. action->side = defendingHeroInstance ? (curInt->playerID == defendingHeroInstance->tempOwner) : false;
  886. action->actionType = EActionType::CANCEL;
  887. action->stackNumber = activeStack->ID;
  888. givenCommand.setn(action);
  889. setActiveStack(nullptr);
  890. }
  891. }
  892. //todo: ensure that ghost stack animation has fadeout effect
  893. redrawBackgroundWithHexes(activeStack);
  894. queue->update();
  895. }
  896. void CBattleInterface::stackActivated(const CStack *stack) //TODO: check it all before game state is changed due to abilities
  897. {
  898. stackToActivate = stack;
  899. waitForAnims();
  900. if (stackToActivate) //during waiting stack may have gotten activated through show
  901. activateStack();
  902. }
  903. void CBattleInterface::stackMoved(const CStack *stack, std::vector<BattleHex> destHex, int distance)
  904. {
  905. addNewAnim(new CMovementAnimation(this, stack, destHex, distance));
  906. waitForAnims();
  907. }
  908. void CBattleInterface::stacksAreAttacked(std::vector<StackAttackedInfo> attackedInfos, const std::vector<MetaString> & battleLog)
  909. {
  910. for(auto & attackedInfo : attackedInfos)
  911. {
  912. //if (!attackedInfo.cloneKilled) //FIXME: play dead animation for cloned creature before it vanishes
  913. addNewAnim(new CDefenceAnimation(attackedInfo, this));
  914. if(attackedInfo.rebirth)
  915. {
  916. displayEffect(50, attackedInfo.defender->getPosition()); //TODO: play reverse death animation
  917. CCS->soundh->playSound(soundBase::RESURECT);
  918. }
  919. }
  920. waitForAnims();
  921. std::array<int, 2> killedBySide = {0, 0};
  922. int targets = 0, damage = 0;
  923. for(const StackAttackedInfo & attackedInfo : attackedInfos)
  924. {
  925. ++targets;
  926. damage += attackedInfo.dmg;
  927. ui8 side = attackedInfo.defender->side;
  928. killedBySide.at(side) += attackedInfo.amountKilled;
  929. }
  930. int killed = killedBySide[0] + killedBySide[1];
  931. for(ui8 side = 0; side < 2; side++)
  932. {
  933. if(killedBySide.at(side) > killedBySide.at(1-side))
  934. setHeroAnimation(side, 2);
  935. else if(killedBySide.at(side) < killedBySide.at(1-side))
  936. setHeroAnimation(side, 3);
  937. }
  938. for (auto & attackedInfo : attackedInfos)
  939. {
  940. if (attackedInfo.rebirth)
  941. creAnims[attackedInfo.defender->ID]->setType(CCreatureAnim::HOLDING);
  942. if (attackedInfo.cloneKilled)
  943. stackRemoved(attackedInfo.defender->ID);
  944. }
  945. if(!battleLog.empty())
  946. displayBattleLog(battleLog);
  947. else
  948. printConsoleAttacked(attackedInfos.front().defender, damage, killed, attackedInfos.front().attacker, (targets > 1)); //creatures perish
  949. }
  950. void CBattleInterface::stackAttacking( const CStack *attacker, BattleHex dest, const CStack *attacked, bool shooting )
  951. {
  952. if (shooting)
  953. {
  954. addNewAnim(new CShootingAnimation(this, attacker, dest, attacked));
  955. }
  956. else
  957. {
  958. addNewAnim(new CMeleeAttackAnimation(this, attacker, dest, attacked));
  959. }
  960. //waitForAnims();
  961. }
  962. void CBattleInterface::newRoundFirst( int round )
  963. {
  964. waitForAnims();
  965. }
  966. void CBattleInterface::newRound(int number)
  967. {
  968. console->addText(CGI->generaltexth->allTexts[412]);
  969. }
  970. void CBattleInterface::giveCommand(EActionType action, BattleHex tile, si32 additional)
  971. {
  972. const CStack * actor = nullptr;
  973. if(action != EActionType::HERO_SPELL && action != EActionType::RETREAT && action != EActionType::SURRENDER)
  974. {
  975. actor = activeStack;
  976. }
  977. auto side = curInt->cb->playerToSide(curInt->playerID);
  978. if(!side)
  979. {
  980. logGlobal->error("Player %s is not in battle", curInt->playerID.getStr());
  981. return;
  982. }
  983. auto ba = new BattleAction(); //is deleted in CPlayerInterface::activeStack()
  984. ba->side = side.get();
  985. ba->actionType = action;
  986. ba->aimToHex(tile);
  987. ba->actionSubtype = additional;
  988. sendCommand(ba, actor);
  989. }
  990. void CBattleInterface::sendCommand(BattleAction *& command, const CStack * actor)
  991. {
  992. command->stackNumber = actor ? actor->unitId() : ((command->side == BattleSide::ATTACKER) ? -1 : -2);
  993. if(!tacticsMode)
  994. {
  995. logGlobal->trace("Setting command for %s", (actor ? actor->nodeName() : "hero"));
  996. myTurn = false;
  997. setActiveStack(nullptr);
  998. givenCommand.setn(command);
  999. }
  1000. else
  1001. {
  1002. curInt->cb->battleMakeTacticAction(command);
  1003. vstd::clear_pointer(command);
  1004. setActiveStack(nullptr);
  1005. //next stack will be activated when action ends
  1006. }
  1007. }
  1008. bool CBattleInterface::isTileAttackable(const BattleHex & number) const
  1009. {
  1010. for (auto & elem : occupyableHexes)
  1011. {
  1012. if (BattleHex::mutualPosition(elem, number) != -1 || elem == number)
  1013. return true;
  1014. }
  1015. return false;
  1016. }
  1017. bool CBattleInterface::isCatapultAttackable(BattleHex hex) const
  1018. {
  1019. if (!siegeH || tacticsMode) return false;
  1020. auto wallPart = curInt->cb->battleHexToWallPart(hex);
  1021. if (!curInt->cb->isWallPartPotentiallyAttackable(wallPart)) return false;
  1022. auto state = curInt->cb->battleGetWallState(static_cast<int>(wallPart));
  1023. return state != EWallState::DESTROYED && state != EWallState::NONE;
  1024. }
  1025. const CGHeroInstance * CBattleInterface::getActiveHero()
  1026. {
  1027. const CStack *attacker = activeStack;
  1028. if(!attacker)
  1029. {
  1030. return nullptr;
  1031. }
  1032. if(attacker->side == BattleSide::ATTACKER)
  1033. {
  1034. return attackingHeroInstance;
  1035. }
  1036. return defendingHeroInstance;
  1037. }
  1038. void CBattleInterface::hexLclicked(int whichOne)
  1039. {
  1040. handleHex(whichOne, LCLICK);
  1041. }
  1042. void CBattleInterface::stackIsCatapulting(const CatapultAttack & ca)
  1043. {
  1044. if (ca.attacker != -1)
  1045. {
  1046. const CStack *stack = curInt->cb->battleGetStackByID(ca.attacker);
  1047. for (auto attackInfo : ca.attackedParts)
  1048. {
  1049. addNewAnim(new CShootingAnimation(this, stack, attackInfo.destinationTile, nullptr, true, attackInfo.damageDealt));
  1050. }
  1051. }
  1052. else
  1053. {
  1054. //no attacker stack, assume spell-related (earthquake) - only hit animation
  1055. for (auto attackInfo : ca.attackedParts)
  1056. {
  1057. Point destPos = CClickableHex::getXYUnitAnim(attackInfo.destinationTile, nullptr, this) + Point(99, 120);
  1058. addNewAnim(new CEffectAnimation(this, "SGEXPL.DEF", destPos.x, destPos.y));
  1059. }
  1060. }
  1061. waitForAnims();
  1062. for (auto attackInfo : ca.attackedParts)
  1063. {
  1064. int wallId = attackInfo.attackedPart + 2;
  1065. //gate state changing handled separately
  1066. if (wallId == SiegeHelper::GATE)
  1067. continue;
  1068. SDL_FreeSurface(siegeH->walls[wallId]);
  1069. siegeH->walls[wallId] = BitmapHandler::loadBitmap(
  1070. siegeH->getSiegeName(wallId, curInt->cb->battleGetWallState(attackInfo.attackedPart)));
  1071. }
  1072. }
  1073. void CBattleInterface::battleFinished(const BattleResult& br)
  1074. {
  1075. bresult = &br;
  1076. {
  1077. auto unlockPim = vstd::makeUnlockGuard(*CPlayerInterface::pim);
  1078. animsAreDisplayed.waitUntil(false);
  1079. }
  1080. setActiveStack(nullptr);
  1081. displayBattleFinished();
  1082. }
  1083. void CBattleInterface::displayBattleFinished()
  1084. {
  1085. CCS->curh->changeGraphic(ECursor::ADVENTURE,0);
  1086. if(settings["session"]["spectate"].Bool() && settings["session"]["spectate-skip-battle-result"].Bool())
  1087. {
  1088. close();
  1089. return;
  1090. }
  1091. GH.pushInt(std::make_shared<CBattleResultWindow>(*bresult, *(this->curInt)));
  1092. curInt->waitWhileDialog(); // Avoid freeze when AI end turn after battle. Check bug #1897
  1093. CPlayerInterface::battleInt = nullptr;
  1094. }
  1095. void CBattleInterface::spellCast(const BattleSpellCast * sc)
  1096. {
  1097. const SpellID spellID = sc->spellID;
  1098. const CSpell * spell = spellID.toSpell();
  1099. if(!spell)
  1100. return;
  1101. const std::string & castSoundPath = spell->getCastSound();
  1102. if (!castSoundPath.empty())
  1103. CCS->soundh->playSound(castSoundPath);
  1104. const auto casterStackID = sc->casterStack;
  1105. const CStack * casterStack = nullptr;
  1106. if(casterStackID >= 0)
  1107. {
  1108. casterStack = curInt->cb->battleGetStackByID(casterStackID);
  1109. }
  1110. Point srccoord = (sc->side ? Point(770, 60) : Point(30, 60)) + pos; //hero position by default
  1111. {
  1112. if(casterStack != nullptr)
  1113. {
  1114. srccoord = CClickableHex::getXYUnitAnim(casterStack->getPosition(), casterStack, this);
  1115. srccoord.x += 250;
  1116. srccoord.y += 240;
  1117. }
  1118. }
  1119. if(casterStack != nullptr && sc->activeCast)
  1120. {
  1121. //todo: custom cast animation for hero
  1122. displaySpellCast(spellID, casterStack->getPosition());
  1123. addNewAnim(new CCastAnimation(this, casterStack, sc->tile, curInt->cb->battleGetStackByPos(sc->tile)));
  1124. }
  1125. waitForAnims(); //wait for cast animation
  1126. //playing projectile animation
  1127. if (sc->tile.isValid())
  1128. {
  1129. Point destcoord = CClickableHex::getXYUnitAnim(sc->tile, curInt->cb->battleGetStackByPos(sc->tile), this); //position attacked by projectile
  1130. destcoord.x += 250; destcoord.y += 240;
  1131. //animation angle
  1132. double angle = atan2(static_cast<double>(destcoord.x - srccoord.x), static_cast<double>(destcoord.y - srccoord.y));
  1133. bool Vflip = (angle < 0);
  1134. if (Vflip)
  1135. angle = -angle;
  1136. std::string animToDisplay = spell->animationInfo.selectProjectile(angle);
  1137. if(!animToDisplay.empty())
  1138. {
  1139. //TODO: calculate inside CEffectAnimation
  1140. std::shared_ptr<CAnimation> tmp = std::make_shared<CAnimation>(animToDisplay);
  1141. tmp->load(0, 0);
  1142. auto first = tmp->getImage(0, 0);
  1143. //displaying animation
  1144. double diffX = (destcoord.x - srccoord.x)*(destcoord.x - srccoord.x);
  1145. double diffY = (destcoord.y - srccoord.y)*(destcoord.y - srccoord.y);
  1146. double distance = sqrt(diffX + diffY);
  1147. int steps = distance / AnimationControls::getSpellEffectSpeed() + 1;
  1148. int dx = (destcoord.x - srccoord.x - first->width())/steps;
  1149. int dy = (destcoord.y - srccoord.y - first->height())/steps;
  1150. addNewAnim(new CEffectAnimation(this, animToDisplay, srccoord.x, srccoord.y, dx, dy, Vflip));
  1151. }
  1152. }
  1153. waitForAnims(); //wait for projectile animation
  1154. displaySpellHit(spellID, sc->tile);
  1155. //queuing affect animation
  1156. for(auto & elem : sc->affectedCres)
  1157. {
  1158. auto stack = curInt->cb->battleGetStackByID(elem, false);
  1159. if(stack)
  1160. displaySpellEffect(spellID, stack->getPosition());
  1161. }
  1162. //queuing additional animation
  1163. for(auto & elem : sc->customEffects)
  1164. {
  1165. auto stack = curInt->cb->battleGetStackByID(elem.stack, false);
  1166. if(stack)
  1167. displayEffect(elem.effect, stack->getPosition());
  1168. }
  1169. //displaying message in console
  1170. displayBattleLog(sc->battleLog);
  1171. waitForAnims();
  1172. //mana absorption
  1173. if (sc->manaGained > 0)
  1174. {
  1175. Point leftHero = Point(15, 30) + pos;
  1176. Point rightHero = Point(755, 30) + pos;
  1177. addNewAnim(new CEffectAnimation(this, sc->side ? "SP07_A.DEF" : "SP07_B.DEF", leftHero.x, leftHero.y, 0, 0, false));
  1178. addNewAnim(new CEffectAnimation(this, sc->side ? "SP07_B.DEF" : "SP07_A.DEF", rightHero.x, rightHero.y, 0, 0, false));
  1179. }
  1180. }
  1181. void CBattleInterface::battleStacksEffectsSet(const SetStackEffect & sse)
  1182. {
  1183. for(const MetaString & line : sse.battleLog)
  1184. console->addText(line.toString());
  1185. if(activeStack != nullptr)
  1186. redrawBackgroundWithHexes(activeStack);
  1187. }
  1188. CBattleInterface::PossibleActions CBattleInterface::getCasterAction(const CSpell * spell, const spells::Caster * caster, spells::Mode mode) const
  1189. {
  1190. PossibleActions spellSelMode = ANY_LOCATION;
  1191. const CSpell::TargetInfo ti(spell, caster->getSpellSchoolLevel(spell), mode);
  1192. if(ti.massive || ti.type == spells::AimType::NO_TARGET)
  1193. spellSelMode = NO_LOCATION;
  1194. else if(ti.type == spells::AimType::LOCATION && ti.clearAffected)
  1195. spellSelMode = FREE_LOCATION;
  1196. else if(ti.type == spells::AimType::CREATURE)
  1197. spellSelMode = AIMED_SPELL_CREATURE;
  1198. else if(ti.type == spells::AimType::OBSTACLE)
  1199. spellSelMode = OBSTACLE;
  1200. return spellSelMode;
  1201. }
  1202. void CBattleInterface::setHeroAnimation(ui8 side, int phase)
  1203. {
  1204. if(side == BattleSide::ATTACKER)
  1205. {
  1206. if(attackingHero)
  1207. attackingHero->setPhase(phase);
  1208. }
  1209. else
  1210. {
  1211. if(defendingHero)
  1212. defendingHero->setPhase(phase);
  1213. }
  1214. }
  1215. void CBattleInterface::castThisSpell(SpellID spellID)
  1216. {
  1217. spellToCast = std::make_shared<BattleAction>();
  1218. spellToCast->actionType = EActionType::HERO_SPELL;
  1219. spellToCast->actionSubtype = spellID; //spell number
  1220. spellToCast->stackNumber = (attackingHeroInstance->tempOwner == curInt->playerID) ? -1 : -2;
  1221. spellToCast->side = defendingHeroInstance ? (curInt->playerID == defendingHeroInstance->tempOwner) : false;
  1222. spellDestSelectMode = true;
  1223. creatureCasting = false;
  1224. //choosing possible targets
  1225. const CGHeroInstance *castingHero = (attackingHeroInstance->tempOwner == curInt->playerID) ? attackingHeroInstance : defendingHeroInstance;
  1226. assert(castingHero); // code below assumes non-null hero
  1227. sp = spellID.toSpell();
  1228. PossibleActions spellSelMode = getCasterAction(sp, castingHero, spells::Mode::HERO);
  1229. if (spellSelMode == NO_LOCATION) //user does not have to select location
  1230. {
  1231. spellToCast->aimToHex(BattleHex::INVALID);
  1232. curInt->cb->battleMakeAction(spellToCast.get());
  1233. endCastingSpell();
  1234. }
  1235. else
  1236. {
  1237. possibleActions.clear();
  1238. possibleActions.push_back (spellSelMode); //only this one action can be performed at the moment
  1239. GH.fakeMouseMove();//update cursor
  1240. }
  1241. }
  1242. void CBattleInterface::displayBattleLog(const std::vector<MetaString> & battleLog)
  1243. {
  1244. for(const auto & line : battleLog)
  1245. {
  1246. std::string formatted = line.toString();
  1247. boost::algorithm::trim(formatted);
  1248. if(!console->addText(formatted))
  1249. logGlobal->warn("Too long battle log line");
  1250. }
  1251. }
  1252. void CBattleInterface::displayCustomEffects(const std::vector<CustomEffectInfo> & customEffects)
  1253. {
  1254. for(const CustomEffectInfo & one : customEffects)
  1255. {
  1256. if(one.sound != 0)
  1257. CCS->soundh->playSound(soundBase::soundID(one.sound));
  1258. const CStack * s = curInt->cb->battleGetStackByID(one.stack, false);
  1259. if(s && one.effect != 0)
  1260. displayEffect(one.effect, s->getPosition());
  1261. }
  1262. }
  1263. void CBattleInterface::displayEffect(ui32 effect, BattleHex destTile)
  1264. {
  1265. std::string customAnim = graphics->battleACToDef[effect][0];
  1266. addNewAnim(new CEffectAnimation(this, customAnim, destTile));
  1267. }
  1268. void CBattleInterface::displaySpellAnimation(const CSpell::TAnimation & animation, BattleHex destinationTile)
  1269. {
  1270. if (animation.pause > 0)
  1271. {
  1272. addNewAnim(new CDummyAnimation(this, animation.pause));
  1273. }
  1274. else
  1275. {
  1276. addNewAnim(new CEffectAnimation(this, animation.resourceName, destinationTile, false, animation.verticalPosition == VerticalPosition::BOTTOM));
  1277. }
  1278. }
  1279. void CBattleInterface::displaySpellCast(SpellID spellID, BattleHex destinationTile)
  1280. {
  1281. const CSpell *spell = spellID.toSpell();
  1282. if (spell == nullptr)
  1283. return;
  1284. for (const CSpell::TAnimation & animation : spell->animationInfo.cast)
  1285. {
  1286. displaySpellAnimation(animation, destinationTile);
  1287. }
  1288. }
  1289. void CBattleInterface::displaySpellEffect(SpellID spellID, BattleHex destinationTile)
  1290. {
  1291. const CSpell *spell = spellID.toSpell();
  1292. if (spell == nullptr)
  1293. return;
  1294. for (const CSpell::TAnimation & animation : spell->animationInfo.affect)
  1295. {
  1296. displaySpellAnimation(animation, destinationTile);
  1297. }
  1298. }
  1299. void CBattleInterface::displaySpellHit(SpellID spellID, BattleHex destinationTile)
  1300. {
  1301. const CSpell *spell = spellID.toSpell();
  1302. if (spell == nullptr)
  1303. return;
  1304. for (const CSpell::TAnimation & animation : spell->animationInfo.hit)
  1305. {
  1306. displaySpellAnimation(animation, destinationTile);
  1307. }
  1308. }
  1309. void CBattleInterface::battleTriggerEffect(const BattleTriggerEffect & bte)
  1310. {
  1311. const CStack * stack = curInt->cb->battleGetStackByID(bte.stackID);
  1312. if(!stack)
  1313. {
  1314. logGlobal->error("Invalid stack ID %d", bte.stackID);
  1315. return;
  1316. }
  1317. //don't show animation when no HP is regenerated
  1318. switch(bte.effect)
  1319. {
  1320. //TODO: move to bonus type handler
  1321. case Bonus::HP_REGENERATION:
  1322. displayEffect(74, stack->getPosition());
  1323. CCS->soundh->playSound(soundBase::REGENER);
  1324. break;
  1325. case Bonus::MANA_DRAIN:
  1326. displayEffect(77, stack->getPosition());
  1327. CCS->soundh->playSound(soundBase::MANADRAI);
  1328. break;
  1329. case Bonus::POISON:
  1330. displayEffect(67, stack->getPosition());
  1331. CCS->soundh->playSound(soundBase::POISON);
  1332. break;
  1333. case Bonus::FEAR:
  1334. displayEffect(15, stack->getPosition());
  1335. CCS->soundh->playSound(soundBase::FEAR);
  1336. break;
  1337. case Bonus::MORALE:
  1338. {
  1339. std::string hlp = CGI->generaltexth->allTexts[33];
  1340. boost::algorithm::replace_first(hlp,"%s",(stack->getName()));
  1341. displayEffect(20,stack->getPosition());
  1342. CCS->soundh->playSound(soundBase::GOODMRLE);
  1343. console->addText(hlp);
  1344. break;
  1345. }
  1346. default:
  1347. return;
  1348. }
  1349. //waitForAnims(); //fixme: freezes game :?
  1350. }
  1351. void CBattleInterface::setAnimSpeed(int set)
  1352. {
  1353. Settings speed = settings.write["battle"]["animationSpeed"];
  1354. speed->Float() = float(set) / 100;
  1355. }
  1356. int CBattleInterface::getAnimSpeed() const
  1357. {
  1358. if(settings["session"]["spectate"].Bool() && !settings["session"]["spectate-battle-speed"].isNull())
  1359. return vstd::round(settings["session"]["spectate-battle-speed"].Float() *100);
  1360. return vstd::round(settings["battle"]["animationSpeed"].Float() *100);
  1361. }
  1362. CPlayerInterface *CBattleInterface::getCurrentPlayerInterface() const
  1363. {
  1364. return curInt.get();
  1365. }
  1366. void CBattleInterface::setActiveStack(const CStack *stack)
  1367. {
  1368. if (activeStack) // update UI
  1369. creAnims[activeStack->ID]->setBorderColor(AnimationControls::getNoBorder());
  1370. activeStack = stack;
  1371. if (activeStack) // update UI
  1372. creAnims[activeStack->ID]->setBorderColor(AnimationControls::getGoldBorder());
  1373. blockUI(activeStack == nullptr);
  1374. }
  1375. void CBattleInterface::setHoveredStack(const CStack *stack)
  1376. {
  1377. if (mouseHoveredStack)
  1378. creAnims[mouseHoveredStack->ID]->setBorderColor(AnimationControls::getNoBorder());
  1379. // stack must be alive and not active (which uses gold border instead)
  1380. if (stack && stack->alive() && stack != activeStack)
  1381. {
  1382. mouseHoveredStack = stack;
  1383. if (mouseHoveredStack)
  1384. {
  1385. creAnims[mouseHoveredStack->ID]->setBorderColor(AnimationControls::getBlueBorder());
  1386. if (creAnims[mouseHoveredStack->ID]->framesInGroup(CCreatureAnim::MOUSEON) > 0)
  1387. creAnims[mouseHoveredStack->ID]->playOnce(CCreatureAnim::MOUSEON);
  1388. }
  1389. }
  1390. else
  1391. mouseHoveredStack = nullptr;
  1392. }
  1393. void CBattleInterface::activateStack()
  1394. {
  1395. myTurn = true;
  1396. if (!!attackerInt && defenderInt) //hotseat -> need to pick which interface "takes over" as active
  1397. curInt = attackerInt->playerID == stackToActivate->owner ? attackerInt : defenderInt;
  1398. setActiveStack(stackToActivate);
  1399. stackToActivate = nullptr;
  1400. const CStack *s = activeStack;
  1401. queue->update();
  1402. redrawBackgroundWithHexes(activeStack);
  1403. //set casting flag to true if creature can use it to not check it every time
  1404. const auto spellcaster = s->getBonusLocalFirst(Selector::type(Bonus::SPELLCASTER)),
  1405. randomSpellcaster = s->getBonusLocalFirst(Selector::type(Bonus::RANDOM_SPELLCASTER));
  1406. if(s->canCast() && (spellcaster || randomSpellcaster))
  1407. {
  1408. stackCanCastSpell = true;
  1409. if(randomSpellcaster)
  1410. creatureSpellToCast = -1; //spell will be set later on cast
  1411. else
  1412. creatureSpellToCast = curInt->cb->battleGetRandomStackSpell(CRandomGenerator::getDefault(), s, CBattleInfoCallback::RANDOM_AIMED); //faerie dragon can cast only one spell until their next move
  1413. //TODO: what if creature can cast BOTH random genie spell and aimed spell?
  1414. //TODO: faerie dragon type spell should be selected by server
  1415. }
  1416. else
  1417. {
  1418. stackCanCastSpell = false;
  1419. creatureSpellToCast = -1;
  1420. }
  1421. getPossibleActionsForStack(s, false);
  1422. GH.fakeMouseMove();
  1423. }
  1424. void CBattleInterface::endCastingSpell()
  1425. {
  1426. if(spellDestSelectMode)
  1427. {
  1428. spellToCast.reset();
  1429. sp = nullptr;
  1430. spellDestSelectMode = false;
  1431. CCS->curh->changeGraphic(ECursor::COMBAT, ECursor::COMBAT_POINTER);
  1432. if(activeStack)
  1433. {
  1434. getPossibleActionsForStack(activeStack, false); //restore actions after they were cleared
  1435. myTurn = true;
  1436. }
  1437. }
  1438. else
  1439. {
  1440. if(activeStack)
  1441. {
  1442. getPossibleActionsForStack(activeStack, false);
  1443. GH.fakeMouseMove();
  1444. }
  1445. }
  1446. }
  1447. void CBattleInterface::enterCreatureCastingMode()
  1448. {
  1449. //silently check for possible errors
  1450. if (!myTurn)
  1451. return;
  1452. if (tacticsMode)
  1453. return;
  1454. //hero is casting a spell
  1455. if (spellDestSelectMode)
  1456. return;
  1457. if (!activeStack)
  1458. return;
  1459. if (!stackCanCastSpell)
  1460. return;
  1461. //random spellcaster
  1462. if (creatureSpellToCast == -1)
  1463. return;
  1464. if (vstd::contains(possibleActions, NO_LOCATION))
  1465. {
  1466. const spells::Caster *caster = activeStack;
  1467. const CSpell *spell = SpellID(creatureSpellToCast).toSpell();
  1468. const bool isCastingPossible = spell->canBeCastAt(curInt->cb.get(), spells::Mode::CREATURE_ACTIVE, caster, BattleHex::INVALID);
  1469. if (isCastingPossible)
  1470. {
  1471. myTurn = false;
  1472. giveCommand(EActionType::MONSTER_SPELL, BattleHex::INVALID, creatureSpellToCast);
  1473. selectedStack = nullptr;
  1474. CCS->curh->changeGraphic(ECursor::COMBAT, ECursor::COMBAT_POINTER);
  1475. }
  1476. }
  1477. else
  1478. {
  1479. getPossibleActionsForStack(activeStack, true);
  1480. GH.fakeMouseMove();
  1481. }
  1482. }
  1483. void CBattleInterface::getPossibleActionsForStack(const CStack *stack, const bool forceCast)
  1484. {
  1485. possibleActions.clear();
  1486. if (tacticsMode)
  1487. {
  1488. possibleActions.push_back(MOVE_TACTICS);
  1489. possibleActions.push_back(CHOOSE_TACTICS_STACK);
  1490. }
  1491. else
  1492. {
  1493. PossibleActions notPriority = INVALID;
  1494. //first action will be prioritized over later ones
  1495. if(stack->canCast()) //TODO: check for battlefield effects that prevent casting?
  1496. {
  1497. if(stack->hasBonusOfType (Bonus::SPELLCASTER))
  1498. {
  1499. if(creatureSpellToCast != -1)
  1500. {
  1501. const CSpell *spell = SpellID(creatureSpellToCast).toSpell();
  1502. PossibleActions act = getCasterAction(spell, stack, spells::Mode::CREATURE_ACTIVE);
  1503. if(forceCast)
  1504. {
  1505. //forced action to be only one possible
  1506. possibleActions.push_back(act);
  1507. return;
  1508. }
  1509. else
  1510. //if cast is not forced, cast action will have lowest priority
  1511. notPriority = act;
  1512. }
  1513. }
  1514. if (stack->hasBonusOfType (Bonus::RANDOM_SPELLCASTER))
  1515. possibleActions.push_back (RANDOM_GENIE_SPELL);
  1516. if (stack->hasBonusOfType (Bonus::DAEMON_SUMMONING))
  1517. possibleActions.push_back (RISE_DEMONS);
  1518. }
  1519. if(stack->canShoot())
  1520. possibleActions.push_back(SHOOT);
  1521. if(stack->hasBonusOfType(Bonus::RETURN_AFTER_STRIKE))
  1522. possibleActions.push_back(ATTACK_AND_RETURN);
  1523. possibleActions.push_back(ATTACK); //all active stacks can attack
  1524. possibleActions.push_back(WALK_AND_ATTACK); //not all stacks can always walk, but we will check this elsewhere
  1525. if (stack->canMove() && stack->Speed(0, true)) //probably no reason to try move war machines or bound stacks
  1526. possibleActions.push_back (MOVE_STACK); //all active stacks can attack
  1527. if (siegeH && stack->hasBonusOfType (Bonus::CATAPULT)) //TODO: check shots
  1528. possibleActions.push_back (CATAPULT);
  1529. if (stack->hasBonusOfType (Bonus::HEALER))
  1530. possibleActions.push_back (HEAL);
  1531. if (notPriority != INVALID)
  1532. possibleActions.push_back(notPriority);
  1533. }
  1534. }
  1535. void CBattleInterface::printConsoleAttacked(const CStack * defender, int dmg, int killed, const CStack * attacker, bool multiple)
  1536. {
  1537. std::string formattedText;
  1538. if(attacker) //ignore if stacks were killed by spell
  1539. {
  1540. MetaString text;
  1541. attacker->addText(text, MetaString::GENERAL_TXT, 376);
  1542. attacker->addNameReplacement(text);
  1543. text.addReplacement(dmg);
  1544. formattedText = text.toString();
  1545. }
  1546. if(killed > 0)
  1547. {
  1548. if(attacker)
  1549. formattedText.append(" ");
  1550. boost::format txt;
  1551. if(killed > 1)
  1552. {
  1553. txt = boost::format(CGI->generaltexth->allTexts[379]) % killed % (multiple ? CGI->generaltexth->allTexts[43] : defender->getCreature()->namePl); // creatures perish
  1554. }
  1555. else //killed == 1
  1556. {
  1557. txt = boost::format(CGI->generaltexth->allTexts[378]) % (multiple ? CGI->generaltexth->allTexts[42] : defender->getCreature()->nameSing); // creature perishes
  1558. }
  1559. std::string trimmed = boost::to_string(txt);
  1560. boost::algorithm::trim(trimmed); // these default h3 texts have unnecessary new lines, so get rid of them before displaying
  1561. formattedText.append(trimmed);
  1562. }
  1563. console->addText(formattedText);
  1564. }
  1565. void CBattleInterface::endAction(const BattleAction* action)
  1566. {
  1567. const CStack *stack = curInt->cb->battleGetStackByID(action->stackNumber);
  1568. if(action->actionType == EActionType::HERO_SPELL)
  1569. setHeroAnimation(action->side, 0);
  1570. //check if we should reverse stacks
  1571. //for some strange reason, it's not enough
  1572. TStacks stacks = curInt->cb->battleGetStacks(CBattleCallback::MINE_AND_ENEMY);
  1573. for (const CStack *s : stacks)
  1574. {
  1575. if (s && creDir[s->ID] != (s->side == BattleSide::ATTACKER) && s->alive()
  1576. && creAnims[s->ID]->isIdle())
  1577. {
  1578. addNewAnim(new CReverseAnimation(this, s, s->getPosition(), false));
  1579. }
  1580. }
  1581. queue->update();
  1582. if (tacticsMode) //stack ended movement in tactics phase -> select the next one
  1583. bTacticNextStack(stack);
  1584. if(action->actionType == EActionType::HERO_SPELL) //we have activated next stack after sending request that has been just realized -> blockmap due to movement has changed
  1585. redrawBackgroundWithHexes(activeStack);
  1586. if (activeStack && !animsAreDisplayed.get() && pendingAnims.empty() && !active)
  1587. {
  1588. logGlobal->warn("Something wrong... interface was deactivated but there is no animation. Reactivating...");
  1589. blockUI(false);
  1590. }
  1591. else
  1592. {
  1593. // block UI if no active stack (e.g. enemy turn);
  1594. blockUI(activeStack == nullptr);
  1595. }
  1596. }
  1597. void CBattleInterface::hideQueue()
  1598. {
  1599. Settings showQueue = settings.write["battle"]["showQueue"];
  1600. showQueue->Bool() = false;
  1601. queue->deactivate();
  1602. if (!queue->embedded)
  1603. {
  1604. moveBy(Point(0, -queue->pos.h / 2));
  1605. GH.totalRedraw();
  1606. }
  1607. }
  1608. void CBattleInterface::showQueue()
  1609. {
  1610. Settings showQueue = settings.write["battle"]["showQueue"];
  1611. showQueue->Bool() = true;
  1612. queue->activate();
  1613. if (!queue->embedded)
  1614. {
  1615. moveBy(Point(0, +queue->pos.h / 2));
  1616. GH.totalRedraw();
  1617. }
  1618. }
  1619. void CBattleInterface::blockUI(bool on)
  1620. {
  1621. bool canCastSpells = false;
  1622. auto hero = curInt->cb->battleGetMyHero();
  1623. if(hero)
  1624. {
  1625. ESpellCastProblem::ESpellCastProblem spellcastingProblem = curInt->cb->battleCanCastSpell(hero, spells::Mode::HERO);
  1626. //if magic is blocked, we leave button active, so the message can be displayed after button click
  1627. canCastSpells = spellcastingProblem == ESpellCastProblem::OK || spellcastingProblem == ESpellCastProblem::MAGIC_IS_BLOCKED;
  1628. }
  1629. bool canWait = activeStack ? !activeStack->waited() : false;
  1630. bOptions->block(on);
  1631. bFlee->block(on || !curInt->cb->battleCanFlee());
  1632. bSurrender->block(on || curInt->cb->battleGetSurrenderCost() < 0);
  1633. // block only if during enemy turn and auto-fight is off
  1634. // othervice - crash on accessing non-exisiting active stack
  1635. bAutofight->block(!curInt->isAutoFightOn && !activeStack);
  1636. if (tacticsMode && btactEnd && btactNext)
  1637. {
  1638. btactNext->block(on);
  1639. btactEnd->block(on);
  1640. }
  1641. else
  1642. {
  1643. bConsoleUp->block(on);
  1644. bConsoleDown->block(on);
  1645. }
  1646. bSpell->block(on || tacticsMode || !canCastSpells);
  1647. bWait->block(on || tacticsMode || !canWait);
  1648. bDefence->block(on || tacticsMode);
  1649. }
  1650. void CBattleInterface::startAction(const BattleAction* action)
  1651. {
  1652. //setActiveStack(nullptr);
  1653. setHoveredStack(nullptr);
  1654. blockUI(true);
  1655. if(action->actionType == EActionType::END_TACTIC_PHASE)
  1656. {
  1657. SDL_FreeSurface(menu);
  1658. menu = BitmapHandler::loadBitmap("CBAR.bmp");
  1659. graphics->blueToPlayersAdv(menu, curInt->playerID);
  1660. return;
  1661. }
  1662. const CStack *stack = curInt->cb->battleGetStackByID(action->stackNumber);
  1663. if (stack)
  1664. {
  1665. queue->update();
  1666. }
  1667. else
  1668. {
  1669. assert(action->actionType == EActionType::HERO_SPELL); //only cast spell is valid action without acting stack number
  1670. }
  1671. auto actionTarget = action->getTarget(curInt->cb.get());
  1672. if(action->actionType == EActionType::WALK
  1673. || (action->actionType == EActionType::WALK_AND_ATTACK && actionTarget.at(0).hexValue != stack->getPosition()))
  1674. {
  1675. assert(stack);
  1676. moveStarted = true;
  1677. if (creAnims[action->stackNumber]->framesInGroup(CCreatureAnim::MOVE_START))
  1678. {
  1679. pendingAnims.push_back(std::make_pair(new CMovementStartAnimation(this, stack), false));
  1680. }
  1681. }
  1682. redraw(); // redraw after deactivation, including proper handling of hovered hexes
  1683. if(action->actionType == EActionType::HERO_SPELL) //when hero casts spell
  1684. {
  1685. setHeroAnimation(action->side, 4);
  1686. return;
  1687. }
  1688. if (!stack)
  1689. {
  1690. logGlobal->error("Something wrong with stackNumber in actionStarted. Stack number: %d", action->stackNumber);
  1691. return;
  1692. }
  1693. int txtid = 0;
  1694. switch(action->actionType)
  1695. {
  1696. case EActionType::WAIT:
  1697. txtid = 136;
  1698. break;
  1699. case EActionType::BAD_MORALE:
  1700. txtid = -34; //negative -> no separate singular/plural form
  1701. displayEffect(30, stack->getPosition());
  1702. CCS->soundh->playSound(soundBase::BADMRLE);
  1703. break;
  1704. }
  1705. if(txtid != 0)
  1706. console->addText(stack->formatGeneralMessage(txtid));
  1707. //displaying special abilities
  1708. switch(action->actionType)
  1709. {
  1710. case EActionType::STACK_HEAL:
  1711. displayEffect(74, actionTarget.at(0).hexValue);
  1712. CCS->soundh->playSound(soundBase::REGENER);
  1713. break;
  1714. }
  1715. }
  1716. void CBattleInterface::waitForAnims()
  1717. {
  1718. auto unlockPim = vstd::makeUnlockGuard(*CPlayerInterface::pim);
  1719. animsAreDisplayed.waitWhileTrue();
  1720. }
  1721. void CBattleInterface::bEndTacticPhase()
  1722. {
  1723. setActiveStack(nullptr);
  1724. blockUI(true);
  1725. tacticsMode = false;
  1726. }
  1727. static bool immobile(const CStack *s)
  1728. {
  1729. return !s->Speed(0, true); //should bound stacks be immobile?
  1730. }
  1731. void CBattleInterface::bTacticNextStack(const CStack * current)
  1732. {
  1733. if (!current)
  1734. current = activeStack;
  1735. //no switching stacks when the current one is moving
  1736. waitForAnims();
  1737. TStacks stacksOfMine = tacticianInterface->cb->battleGetStacks(CBattleCallback::ONLY_MINE);
  1738. vstd::erase_if (stacksOfMine, &immobile);
  1739. if (stacksOfMine.empty())
  1740. {
  1741. bEndTacticPhase();
  1742. return;
  1743. }
  1744. auto it = vstd::find(stacksOfMine, current);
  1745. if (it != stacksOfMine.end() && ++it != stacksOfMine.end())
  1746. stackActivated(*it);
  1747. else
  1748. stackActivated(stacksOfMine.front());
  1749. }
  1750. std::string formatDmgRange(std::pair<ui32, ui32> dmgRange)
  1751. {
  1752. if (dmgRange.first != dmgRange.second)
  1753. return (boost::format("%d - %d") % dmgRange.first % dmgRange.second).str();
  1754. else
  1755. return (boost::format("%d") % dmgRange.first).str();
  1756. }
  1757. bool CBattleInterface::canStackMoveHere(const CStack * activeStack, BattleHex myNumber)
  1758. {
  1759. std::vector<BattleHex> acc = curInt->cb->battleGetAvailableHexes(activeStack);
  1760. BattleHex shiftedDest = myNumber.cloneInDirection(activeStack->destShiftDir(), false);
  1761. if (vstd::contains(acc, myNumber))
  1762. return true;
  1763. else if (activeStack->doubleWide() && vstd::contains(acc, shiftedDest))
  1764. return true;
  1765. else
  1766. return false;
  1767. }
  1768. void CBattleInterface::handleHex(BattleHex myNumber, int eventType)
  1769. {
  1770. if (!myTurn) //we are not permit to do anything
  1771. return;
  1772. // This function handles mouse move over hexes and l-clicking on them.
  1773. // First we decide what happens if player clicks on this hex and set appropriately
  1774. // consoleMsg, cursorFrame/Type and prepare lambda realizeAction.
  1775. //
  1776. // Then, depending whether it was hover/click we either call the action or set tooltip/cursor.
  1777. //used when hovering -> tooltip message and cursor to be set
  1778. std::string consoleMsg;
  1779. bool setCursor = true; //if we want to suppress setting cursor
  1780. ECursor::ECursorTypes cursorType = ECursor::COMBAT;
  1781. int cursorFrame = ECursor::COMBAT_POINTER; //TODO: is this line used?
  1782. //used when l-clicking -> action to be called upon the click
  1783. std::function<void()> realizeAction;
  1784. //Get stack on the hex - first try to grab the alive one, if not found -> allow dead stacks.
  1785. const CStack * shere = curInt->cb->battleGetStackByPos(myNumber, true);
  1786. if(!shere)
  1787. shere = curInt->cb->battleGetStackByPos(myNumber, false);
  1788. if(!activeStack)
  1789. return;
  1790. bool ourStack = false;
  1791. if (shere)
  1792. ourStack = shere->owner == curInt->playerID;
  1793. //stack changed, update selection border
  1794. if (shere != mouseHoveredStack)
  1795. {
  1796. setHoveredStack(shere);
  1797. }
  1798. localActions.clear();
  1799. illegalActions.clear();
  1800. const bool forcedAction = possibleActions.size() == 1;
  1801. for (PossibleActions action : possibleActions)
  1802. {
  1803. bool legalAction = false; //this action is legal and can be performed
  1804. bool notLegal = false; //this action is not legal and should display message
  1805. switch (action)
  1806. {
  1807. case CHOOSE_TACTICS_STACK:
  1808. if (shere && ourStack)
  1809. legalAction = true;
  1810. break;
  1811. case MOVE_TACTICS:
  1812. case MOVE_STACK:
  1813. {
  1814. if (!(shere && shere->alive())) //we can walk on dead stacks
  1815. {
  1816. if(canStackMoveHere(activeStack, myNumber))
  1817. legalAction = true;
  1818. }
  1819. break;
  1820. }
  1821. case ATTACK:
  1822. case WALK_AND_ATTACK:
  1823. case ATTACK_AND_RETURN:
  1824. {
  1825. if(curInt->cb->battleCanAttack(activeStack, shere, myNumber))
  1826. {
  1827. if (isTileAttackable(myNumber)) // move isTileAttackable to be part of battleCanAttack?
  1828. {
  1829. setBattleCursor(myNumber); // temporary - needed for following function :(
  1830. BattleHex attackFromHex = fromWhichHexAttack(myNumber);
  1831. if (attackFromHex >= 0) //we can be in this line when unreachable creature is L - clicked (as of revision 1308)
  1832. legalAction = true;
  1833. }
  1834. }
  1835. }
  1836. break;
  1837. case SHOOT:
  1838. if(curInt->cb->battleCanShoot(activeStack, myNumber))
  1839. legalAction = true;
  1840. break;
  1841. case ANY_LOCATION:
  1842. if (myNumber > -1) //TODO: this should be checked for all actions
  1843. {
  1844. if(isCastingPossibleHere(activeStack, shere, myNumber))
  1845. legalAction = true;
  1846. }
  1847. break;
  1848. case AIMED_SPELL_CREATURE:
  1849. if(shere && isCastingPossibleHere(activeStack, shere, myNumber))
  1850. legalAction = true;
  1851. break;
  1852. case RANDOM_GENIE_SPELL:
  1853. {
  1854. if(shere && ourStack && shere != activeStack && shere->alive()) //only positive spells for other allied creatures
  1855. {
  1856. int spellID = curInt->cb->battleGetRandomStackSpell(CRandomGenerator::getDefault(), shere, CBattleInfoCallback::RANDOM_GENIE);
  1857. if(spellID > -1)
  1858. {
  1859. legalAction = true;
  1860. }
  1861. }
  1862. }
  1863. break;
  1864. case OBSTACLE:
  1865. if(isCastingPossibleHere(activeStack, shere, myNumber))
  1866. legalAction = true;
  1867. break;
  1868. case TELEPORT:
  1869. {
  1870. //todo: move to mechanics
  1871. ui8 skill = 0;
  1872. if (creatureCasting)
  1873. skill = activeStack->getEffectLevel(SpellID(SpellID::TELEPORT).toSpell());
  1874. else
  1875. skill = getActiveHero()->getEffectLevel(SpellID(SpellID::TELEPORT).toSpell());
  1876. //TODO: explicitely save power, skill
  1877. if (curInt->cb->battleCanTeleportTo(selectedStack, myNumber, skill))
  1878. legalAction = true;
  1879. else
  1880. notLegal = true;
  1881. }
  1882. break;
  1883. case SACRIFICE: //choose our living stack to sacrifice
  1884. if (shere && shere != selectedStack && ourStack && shere->alive())
  1885. legalAction = true;
  1886. else
  1887. notLegal = true;
  1888. break;
  1889. case FREE_LOCATION:
  1890. legalAction = true;
  1891. if(!isCastingPossibleHere(activeStack, shere, myNumber))
  1892. {
  1893. legalAction = false;
  1894. notLegal = true;
  1895. }
  1896. break;
  1897. case CATAPULT:
  1898. if (isCatapultAttackable(myNumber))
  1899. legalAction = true;
  1900. break;
  1901. case HEAL:
  1902. if (shere && ourStack && shere->canBeHealed())
  1903. legalAction = true;
  1904. break;
  1905. case RISE_DEMONS:
  1906. if (shere && ourStack && !shere->alive())
  1907. {
  1908. if (!(shere->hasBonusOfType(Bonus::UNDEAD)
  1909. || shere->hasBonusOfType(Bonus::NON_LIVING)
  1910. || shere->summoned
  1911. || shere->isClone()
  1912. || shere->hasBonusOfType(Bonus::SIEGE_WEAPON)
  1913. ))
  1914. legalAction = true;
  1915. }
  1916. break;
  1917. }
  1918. if (legalAction)
  1919. localActions.push_back (action);
  1920. else if (notLegal || forcedAction)
  1921. illegalActions.push_back (action);
  1922. }
  1923. illegalAction = INVALID; //clear it in first place
  1924. if (vstd::contains(localActions, selectedAction)) //try to use last selected action by default
  1925. currentAction = selectedAction;
  1926. else if (localActions.size()) //if not possible, select first available action (they are sorted by suggested priority)
  1927. currentAction = localActions.front();
  1928. else //no legal action possible
  1929. {
  1930. currentAction = INVALID; //don't allow to do anything
  1931. if (vstd::contains(illegalActions, selectedAction))
  1932. illegalAction = selectedAction;
  1933. else if (illegalActions.size())
  1934. illegalAction = illegalActions.front();
  1935. else if (shere && ourStack && shere->alive()) //last possibility - display info about our creature
  1936. {
  1937. currentAction = CREATURE_INFO;
  1938. }
  1939. else
  1940. illegalAction = INVALID; //we should never be here
  1941. }
  1942. bool isCastingPossible = false;
  1943. bool secondaryTarget = false;
  1944. if (currentAction > INVALID)
  1945. {
  1946. switch (currentAction) //display console message, realize selected action
  1947. {
  1948. case CHOOSE_TACTICS_STACK:
  1949. consoleMsg = (boost::format(CGI->generaltexth->allTexts[481]) % shere->getName()).str(); //Select %s
  1950. realizeAction = [=](){ stackActivated(shere); };
  1951. break;
  1952. case MOVE_TACTICS:
  1953. case MOVE_STACK:
  1954. if (activeStack->hasBonusOfType(Bonus::FLYING))
  1955. {
  1956. cursorFrame = ECursor::COMBAT_FLY;
  1957. consoleMsg = (boost::format(CGI->generaltexth->allTexts[295]) % activeStack->getName()).str(); //Fly %s here
  1958. }
  1959. else
  1960. {
  1961. cursorFrame = ECursor::COMBAT_MOVE;
  1962. consoleMsg = (boost::format(CGI->generaltexth->allTexts[294]) % activeStack->getName()).str(); //Move %s here
  1963. }
  1964. realizeAction = [=]()
  1965. {
  1966. if(activeStack->doubleWide())
  1967. {
  1968. std::vector<BattleHex> acc = curInt->cb->battleGetAvailableHexes(activeStack);
  1969. BattleHex shiftedDest = myNumber.cloneInDirection(activeStack->destShiftDir(), false);
  1970. if(vstd::contains(acc, myNumber))
  1971. giveCommand(EActionType::WALK, myNumber);
  1972. else if(vstd::contains(acc, shiftedDest))
  1973. giveCommand(EActionType::WALK, shiftedDest);
  1974. }
  1975. else
  1976. {
  1977. giveCommand(EActionType::WALK, myNumber);
  1978. }
  1979. };
  1980. break;
  1981. case ATTACK:
  1982. case WALK_AND_ATTACK:
  1983. case ATTACK_AND_RETURN: //TODO: allow to disable return
  1984. {
  1985. setBattleCursor(myNumber); //handle direction of cursor and attackable tile
  1986. setCursor = false; //don't overwrite settings from the call above //TODO: what does it mean?
  1987. bool returnAfterAttack = currentAction == ATTACK_AND_RETURN;
  1988. realizeAction = [=]()
  1989. {
  1990. BattleHex attackFromHex = fromWhichHexAttack(myNumber);
  1991. if(attackFromHex.isValid()) //we can be in this line when unreachable creature is L - clicked (as of revision 1308)
  1992. {
  1993. auto command = new BattleAction(BattleAction::makeMeleeAttack(activeStack, myNumber, attackFromHex, returnAfterAttack));
  1994. sendCommand(command, activeStack);
  1995. }
  1996. };
  1997. std::string estDmgText = formatDmgRange(curInt->cb->battleEstimateDamage(activeStack, shere)); //calculating estimated dmg
  1998. consoleMsg = (boost::format(CGI->generaltexth->allTexts[36]) % shere->getName() % estDmgText).str(); //Attack %s (%s damage)
  1999. }
  2000. break;
  2001. case SHOOT:
  2002. {
  2003. if (curInt->cb->battleHasShootingPenalty(activeStack, myNumber))
  2004. cursorFrame = ECursor::COMBAT_SHOOT_PENALTY;
  2005. else
  2006. cursorFrame = ECursor::COMBAT_SHOOT;
  2007. realizeAction = [=](){giveCommand(EActionType::SHOOT, myNumber);};
  2008. std::string estDmgText = formatDmgRange(curInt->cb->battleEstimateDamage(activeStack, shere)); //calculating estimated dmg
  2009. //printing - Shoot %s (%d shots left, %s damage)
  2010. consoleMsg = (boost::format(CGI->generaltexth->allTexts[296]) % shere->getName() % activeStack->shots.available() % estDmgText).str();
  2011. }
  2012. break;
  2013. case AIMED_SPELL_CREATURE:
  2014. sp = CGI->spellh->objects[creatureCasting ? creatureSpellToCast : spellToCast->actionSubtype]; //necessary if creature has random Genie spell at same time
  2015. consoleMsg = boost::str(boost::format(CGI->generaltexth->allTexts[27]) % sp->name % shere->getName()); //Cast %s on %s
  2016. switch (sp->id)
  2017. {
  2018. case SpellID::SACRIFICE:
  2019. case SpellID::TELEPORT:
  2020. selectedStack = shere; //remember first target
  2021. secondaryTarget = true;
  2022. break;
  2023. }
  2024. isCastingPossible = true;
  2025. break;
  2026. case ANY_LOCATION:
  2027. sp = CGI->spellh->objects[creatureCasting ? creatureSpellToCast : spellToCast->actionSubtype]; //necessary if creature has random Genie spell at same time
  2028. consoleMsg = boost::str(boost::format(CGI->generaltexth->allTexts[26]) % sp->name); //Cast %s
  2029. isCastingPossible = true;
  2030. break;
  2031. case RANDOM_GENIE_SPELL: //we assume that teleport / sacrifice will never be available as random spell
  2032. sp = nullptr;
  2033. consoleMsg = boost::str(boost::format(CGI->generaltexth->allTexts[301]) % shere->getName()); //Cast a spell on %
  2034. creatureCasting = true;
  2035. isCastingPossible = true;
  2036. break;
  2037. case TELEPORT:
  2038. consoleMsg = CGI->generaltexth->allTexts[25]; //Teleport Here
  2039. cursorFrame = ECursor::COMBAT_TELEPORT;
  2040. isCastingPossible = true;
  2041. break;
  2042. case OBSTACLE:
  2043. consoleMsg = CGI->generaltexth->allTexts[550];
  2044. //TODO: remove obstacle cursor
  2045. isCastingPossible = true;
  2046. break;
  2047. case SACRIFICE:
  2048. consoleMsg = (boost::format(CGI->generaltexth->allTexts[549]) % shere->getName()).str(); //sacrifice the %s
  2049. cursorFrame = ECursor::COMBAT_SACRIFICE;
  2050. isCastingPossible = true;
  2051. break;
  2052. case FREE_LOCATION:
  2053. consoleMsg = boost::str(boost::format(CGI->generaltexth->allTexts[26]) % sp->name); //Cast %s
  2054. isCastingPossible = true;
  2055. break;
  2056. case HEAL:
  2057. cursorFrame = ECursor::COMBAT_HEAL;
  2058. consoleMsg = (boost::format(CGI->generaltexth->allTexts[419]) % shere->getName()).str(); //Apply first aid to the %s
  2059. realizeAction = [=](){ giveCommand(EActionType::STACK_HEAL, myNumber); }; //command healing
  2060. break;
  2061. case RISE_DEMONS:
  2062. cursorType = ECursor::SPELLBOOK;
  2063. realizeAction = [=]()
  2064. {
  2065. giveCommand(EActionType::DAEMON_SUMMONING, myNumber);
  2066. };
  2067. break;
  2068. case CATAPULT:
  2069. cursorFrame = ECursor::COMBAT_SHOOT_CATAPULT;
  2070. realizeAction = [=](){ giveCommand(EActionType::CATAPULT, myNumber); };
  2071. break;
  2072. case CREATURE_INFO:
  2073. {
  2074. cursorFrame = ECursor::COMBAT_QUERY;
  2075. consoleMsg = (boost::format(CGI->generaltexth->allTexts[297]) % shere->getName()).str();
  2076. realizeAction = [=](){ GH.pushIntT<CStackWindow>(shere, false); };
  2077. break;
  2078. }
  2079. }
  2080. }
  2081. else //no possible valid action, display message
  2082. {
  2083. switch (illegalAction)
  2084. {
  2085. case AIMED_SPELL_CREATURE:
  2086. case RANDOM_GENIE_SPELL:
  2087. cursorFrame = ECursor::COMBAT_BLOCKED;
  2088. consoleMsg = CGI->generaltexth->allTexts[23];
  2089. break;
  2090. case TELEPORT:
  2091. cursorFrame = ECursor::COMBAT_BLOCKED;
  2092. consoleMsg = CGI->generaltexth->allTexts[24]; //Invalid Teleport Destination
  2093. break;
  2094. case SACRIFICE:
  2095. consoleMsg = CGI->generaltexth->allTexts[543]; //choose army to sacrifice
  2096. break;
  2097. case FREE_LOCATION:
  2098. cursorFrame = ECursor::COMBAT_BLOCKED;
  2099. consoleMsg = boost::str(boost::format(CGI->generaltexth->allTexts[181]) % sp->name); //No room to place %s here
  2100. break;
  2101. default:
  2102. if (myNumber == -1)
  2103. CCS->curh->changeGraphic(ECursor::COMBAT, ECursor::COMBAT_POINTER); //set neutral cursor over menu etc.
  2104. else
  2105. cursorFrame = ECursor::COMBAT_BLOCKED;
  2106. break;
  2107. }
  2108. }
  2109. if (isCastingPossible) //common part
  2110. {
  2111. switch (currentAction) //don't use that with teleport / sacrifice
  2112. {
  2113. case TELEPORT: //FIXME: more generic solution?
  2114. case SACRIFICE:
  2115. break;
  2116. default:
  2117. cursorType = ECursor::SPELLBOOK;
  2118. cursorFrame = 0;
  2119. if (consoleMsg.empty() && sp)
  2120. consoleMsg = boost::str(boost::format(CGI->generaltexth->allTexts[26]) % sp->name); //Cast %s
  2121. break;
  2122. }
  2123. realizeAction = [=]()
  2124. {
  2125. if(secondaryTarget) //select that target now
  2126. {
  2127. possibleActions.clear();
  2128. switch (sp->id.toEnum())
  2129. {
  2130. case SpellID::TELEPORT: //don't cast spell yet, only select target
  2131. spellToCast->aimToUnit(shere);
  2132. possibleActions.push_back(TELEPORT);
  2133. break;
  2134. case SpellID::SACRIFICE:
  2135. spellToCast->aimToHex(myNumber);
  2136. possibleActions.push_back(SACRIFICE);
  2137. break;
  2138. }
  2139. }
  2140. else
  2141. {
  2142. if (creatureCasting)
  2143. {
  2144. if (sp)
  2145. {
  2146. giveCommand(EActionType::MONSTER_SPELL, myNumber, creatureSpellToCast);
  2147. }
  2148. else //unknown random spell
  2149. {
  2150. giveCommand(EActionType::MONSTER_SPELL, myNumber);
  2151. }
  2152. }
  2153. else
  2154. {
  2155. assert(sp);
  2156. switch (sp->id.toEnum())
  2157. {
  2158. case SpellID::SACRIFICE:
  2159. spellToCast->aimToUnit(shere);//victim
  2160. break;
  2161. default:
  2162. spellToCast->aimToHex(myNumber);
  2163. break;
  2164. }
  2165. curInt->cb->battleMakeAction(spellToCast.get());
  2166. endCastingSpell();
  2167. }
  2168. selectedStack = nullptr;
  2169. }
  2170. };
  2171. }
  2172. {
  2173. if (eventType == MOVE)
  2174. {
  2175. if (setCursor)
  2176. CCS->curh->changeGraphic(cursorType, cursorFrame);
  2177. this->console->alterText(consoleMsg);
  2178. this->console->whoSetAlter = 0;
  2179. }
  2180. if (eventType == LCLICK && realizeAction)
  2181. {
  2182. //opening creature window shouldn't affect myTurn...
  2183. if ((currentAction != CREATURE_INFO) && !secondaryTarget)
  2184. {
  2185. myTurn = false; //tends to crash with empty calls
  2186. }
  2187. realizeAction();
  2188. if (!secondaryTarget) //do not replace teleport or sacrifice cursor
  2189. CCS->curh->changeGraphic(ECursor::COMBAT, ECursor::COMBAT_POINTER);
  2190. this->console->alterText("");
  2191. }
  2192. }
  2193. }
  2194. bool CBattleInterface::isCastingPossibleHere(const CStack *sactive, const CStack *shere, BattleHex myNumber)
  2195. {
  2196. creatureCasting = stackCanCastSpell && !spellDestSelectMode; //TODO: allow creatures to cast aimed spells
  2197. bool isCastingPossible = true;
  2198. int spellID = -1;
  2199. if (creatureCasting)
  2200. {
  2201. if (creatureSpellToCast > -1 && (shere != sactive)) //can't cast on itself
  2202. spellID = creatureSpellToCast; //TODO: merge with SpellTocast?
  2203. }
  2204. else //hero casting
  2205. {
  2206. spellID = spellToCast->actionSubtype;
  2207. }
  2208. sp = nullptr;
  2209. if (spellID >= 0)
  2210. sp = CGI->spellh->objects[spellID];
  2211. if (sp)
  2212. {
  2213. const spells::Caster *caster = creatureCasting ? static_cast<const spells::Caster *>(sactive) : static_cast<const spells::Caster *>(curInt->cb->battleGetMyHero());
  2214. if (caster == nullptr)
  2215. {
  2216. isCastingPossible = false;//just in case
  2217. }
  2218. else
  2219. {
  2220. const spells::Mode mode = creatureCasting ? spells::Mode::CREATURE_ACTIVE : spells::Mode::HERO;
  2221. isCastingPossible = sp->canBeCastAt(curInt->cb.get(), mode, caster, myNumber);
  2222. }
  2223. }
  2224. else
  2225. isCastingPossible = false;
  2226. if (!myNumber.isAvailable() && !shere) //empty tile outside battlefield (or in the unavailable border column)
  2227. isCastingPossible = false;
  2228. return isCastingPossible;
  2229. }
  2230. BattleHex CBattleInterface::fromWhichHexAttack(BattleHex myNumber)
  2231. {
  2232. //TODO far too much repeating code
  2233. BattleHex destHex;
  2234. switch(CCS->curh->frame)
  2235. {
  2236. case 12: //from bottom right
  2237. {
  2238. bool doubleWide = activeStack->doubleWide();
  2239. destHex = myNumber + ( (myNumber/GameConstants::BFIELD_WIDTH)%2 ? GameConstants::BFIELD_WIDTH : GameConstants::BFIELD_WIDTH+1 ) +
  2240. (activeStack->side == BattleSide::ATTACKER && doubleWide ? 1 : 0);
  2241. if(vstd::contains(occupyableHexes, destHex))
  2242. return destHex;
  2243. else if(activeStack->side == BattleSide::ATTACKER)
  2244. {
  2245. if (vstd::contains(occupyableHexes, destHex+1))
  2246. return destHex+1;
  2247. }
  2248. else //if we are defender
  2249. {
  2250. if(vstd::contains(occupyableHexes, destHex-1))
  2251. return destHex-1;
  2252. }
  2253. break;
  2254. }
  2255. case 7: //from bottom left
  2256. {
  2257. destHex = myNumber + ( (myNumber/GameConstants::BFIELD_WIDTH)%2 ? GameConstants::BFIELD_WIDTH-1 : GameConstants::BFIELD_WIDTH );
  2258. if (vstd::contains(occupyableHexes, destHex))
  2259. return destHex;
  2260. else if(activeStack->side == BattleSide::ATTACKER)
  2261. {
  2262. if(vstd::contains(occupyableHexes, destHex+1))
  2263. return destHex+1;
  2264. }
  2265. else //we are defender
  2266. {
  2267. if(vstd::contains(occupyableHexes, destHex-1))
  2268. return destHex-1;
  2269. }
  2270. break;
  2271. }
  2272. case 8: //from left
  2273. {
  2274. if(activeStack->doubleWide() && activeStack->side == BattleSide::DEFENDER)
  2275. {
  2276. std::vector<BattleHex> acc = curInt->cb->battleGetAvailableHexes(activeStack);
  2277. if (vstd::contains(acc, myNumber))
  2278. return myNumber - 1;
  2279. else
  2280. return myNumber - 2;
  2281. }
  2282. else
  2283. {
  2284. return myNumber - 1;
  2285. }
  2286. break;
  2287. }
  2288. case 9: //from top left
  2289. {
  2290. destHex = myNumber - ((myNumber/GameConstants::BFIELD_WIDTH) % 2 ? GameConstants::BFIELD_WIDTH + 1 : GameConstants::BFIELD_WIDTH);
  2291. if(vstd::contains(occupyableHexes, destHex))
  2292. return destHex;
  2293. else if(activeStack->side == BattleSide::ATTACKER)
  2294. {
  2295. if(vstd::contains(occupyableHexes, destHex+1))
  2296. return destHex+1;
  2297. }
  2298. else //if we are defender
  2299. {
  2300. if(vstd::contains(occupyableHexes, destHex-1))
  2301. return destHex-1;
  2302. }
  2303. break;
  2304. }
  2305. case 10: //from top right
  2306. {
  2307. bool doubleWide = activeStack->doubleWide();
  2308. destHex = myNumber - ( (myNumber/GameConstants::BFIELD_WIDTH)%2 ? GameConstants::BFIELD_WIDTH : GameConstants::BFIELD_WIDTH-1 ) +
  2309. (activeStack->side == BattleSide::ATTACKER && doubleWide ? 1 : 0);
  2310. if(vstd::contains(occupyableHexes, destHex))
  2311. return destHex;
  2312. else if(activeStack->side == BattleSide::ATTACKER)
  2313. {
  2314. if(vstd::contains(occupyableHexes, destHex+1))
  2315. return destHex+1;
  2316. }
  2317. else //if we are defender
  2318. {
  2319. if(vstd::contains(occupyableHexes, destHex-1))
  2320. return destHex-1;
  2321. }
  2322. break;
  2323. }
  2324. case 11: //from right
  2325. {
  2326. if(activeStack->doubleWide() && activeStack->side == BattleSide::ATTACKER)
  2327. {
  2328. std::vector<BattleHex> acc = curInt->cb->battleGetAvailableHexes(activeStack);
  2329. if(vstd::contains(acc, myNumber))
  2330. return myNumber + 1;
  2331. else
  2332. return myNumber + 2;
  2333. }
  2334. else
  2335. {
  2336. return myNumber + 1;
  2337. }
  2338. break;
  2339. }
  2340. case 13: //from bottom
  2341. {
  2342. destHex = myNumber + ( (myNumber/GameConstants::BFIELD_WIDTH)%2 ? GameConstants::BFIELD_WIDTH : GameConstants::BFIELD_WIDTH+1 );
  2343. if(vstd::contains(occupyableHexes, destHex))
  2344. return destHex;
  2345. else if(activeStack->side == BattleSide::ATTACKER)
  2346. {
  2347. if(vstd::contains(occupyableHexes, destHex+1))
  2348. return destHex+1;
  2349. }
  2350. else //if we are defender
  2351. {
  2352. if(vstd::contains(occupyableHexes, destHex-1))
  2353. return destHex-1;
  2354. }
  2355. break;
  2356. }
  2357. case 14: //from top
  2358. {
  2359. destHex = myNumber - ( (myNumber/GameConstants::BFIELD_WIDTH)%2 ? GameConstants::BFIELD_WIDTH : GameConstants::BFIELD_WIDTH-1 );
  2360. if (vstd::contains(occupyableHexes, destHex))
  2361. return destHex;
  2362. else if(activeStack->side == BattleSide::ATTACKER)
  2363. {
  2364. if(vstd::contains(occupyableHexes, destHex+1))
  2365. return destHex+1;
  2366. }
  2367. else //if we are defender
  2368. {
  2369. if(vstd::contains(occupyableHexes, destHex-1))
  2370. return destHex-1;
  2371. }
  2372. break;
  2373. }
  2374. }
  2375. return -1;
  2376. }
  2377. Rect CBattleInterface::hexPosition(BattleHex hex) const
  2378. {
  2379. int x = 14 + ((hex.getY())%2==0 ? 22 : 0) + 44*hex.getX() + pos.x;
  2380. int y = 86 + 42 *hex.getY() + pos.y;
  2381. int w = cellShade->w;
  2382. int h = cellShade->h;
  2383. return Rect(x, y, w, h);
  2384. }
  2385. void CBattleInterface::obstaclePlaced(const CObstacleInstance & oi)
  2386. {
  2387. //so when multiple obstacles are added, they show up one after another
  2388. waitForAnims();
  2389. //soundBase::soundID sound; // FIXME(v.markovtsev): soundh->playSound() is commented in the end => warning
  2390. std::string defname;
  2391. switch(oi.obstacleType)
  2392. {
  2393. case CObstacleInstance::SPELL_CREATED:
  2394. {
  2395. auto &spellObstacle = dynamic_cast<const SpellCreatedObstacle&>(oi);
  2396. defname = spellObstacle.appearAnimation;
  2397. //TODO: sound
  2398. //soundBase::QUIKSAND
  2399. //soundBase::LANDMINE
  2400. //soundBase::FORCEFLD
  2401. //soundBase::fireWall
  2402. }
  2403. break;
  2404. default:
  2405. logGlobal->error("I don't know how to animate appearing obstacle of type %d", (int)oi.obstacleType);
  2406. return;
  2407. }
  2408. auto animation = std::make_shared<CAnimation>(defname);
  2409. animation->preload();
  2410. auto first = animation->getImage(0, 0);
  2411. if(!first)
  2412. return;
  2413. //we assume here that effect graphics have the same size as the usual obstacle image
  2414. // -> if we know how to blit obstacle, let's blit the effect in the same place
  2415. Point whereTo = getObstaclePosition(first, oi);
  2416. addNewAnim(new CEffectAnimation(this, animation, whereTo.x, whereTo.y));
  2417. //TODO we need to wait after playing sound till it's finished, otherwise it overlaps and sounds really bad
  2418. //CCS->soundh->playSound(sound);
  2419. }
  2420. void CBattleInterface::gateStateChanged(const EGateState state)
  2421. {
  2422. auto oldState = curInt->cb->battleGetGateState();
  2423. bool playSound = false;
  2424. int stateId = EWallState::NONE;
  2425. switch(state)
  2426. {
  2427. case EGateState::CLOSED:
  2428. if (oldState != EGateState::BLOCKED)
  2429. playSound = true;
  2430. break;
  2431. case EGateState::BLOCKED:
  2432. if (oldState != EGateState::CLOSED)
  2433. playSound = true;
  2434. break;
  2435. case EGateState::OPENED:
  2436. playSound = true;
  2437. stateId = EWallState::DAMAGED;
  2438. break;
  2439. case EGateState::DESTROYED:
  2440. stateId = EWallState::DESTROYED;
  2441. break;
  2442. }
  2443. if (oldState != EGateState::NONE && oldState != EGateState::CLOSED && oldState != EGateState::BLOCKED)
  2444. SDL_FreeSurface(siegeH->walls[SiegeHelper::GATE]);
  2445. if (stateId != EWallState::NONE)
  2446. siegeH->walls[SiegeHelper::GATE] = BitmapHandler::loadBitmap(siegeH->getSiegeName(SiegeHelper::GATE, stateId));
  2447. if (playSound)
  2448. CCS->soundh->playSound(soundBase::DRAWBRG);
  2449. }
  2450. const CGHeroInstance *CBattleInterface::currentHero() const
  2451. {
  2452. if (attackingHeroInstance->tempOwner == curInt->playerID)
  2453. return attackingHeroInstance;
  2454. else
  2455. return defendingHeroInstance;
  2456. }
  2457. InfoAboutHero CBattleInterface::enemyHero() const
  2458. {
  2459. InfoAboutHero ret;
  2460. if (attackingHeroInstance->tempOwner == curInt->playerID)
  2461. curInt->cb->getHeroInfo(defendingHeroInstance, ret);
  2462. else
  2463. curInt->cb->getHeroInfo(attackingHeroInstance, ret);
  2464. return ret;
  2465. }
  2466. void CBattleInterface::requestAutofightingAIToTakeAction()
  2467. {
  2468. assert(curInt->isAutoFightOn);
  2469. boost::thread aiThread([&]()
  2470. {
  2471. auto ba = make_unique<BattleAction>(curInt->autofightingAI->activeStack(activeStack));
  2472. if (curInt->isAutoFightOn)
  2473. {
  2474. if (tacticsMode)
  2475. {
  2476. // Always end tactics mode. Player interface is blocked currently, so it's not possible that
  2477. // the AI can take any action except end tactics phase (AI actions won't be triggered)
  2478. //TODO implement the possibility that the AI will be triggered for further actions
  2479. //TODO any solution to merge tactics phase & normal phase in the way it is handled by the player and battle interface?
  2480. setActiveStack(nullptr);
  2481. blockUI(true);
  2482. tacticsMode = false;
  2483. }
  2484. else
  2485. {
  2486. givenCommand.setn(ba.release());
  2487. }
  2488. }
  2489. else
  2490. {
  2491. boost::unique_lock<boost::recursive_mutex> un(*CPlayerInterface::pim);
  2492. activateStack();
  2493. }
  2494. });
  2495. aiThread.detach();
  2496. }
  2497. CBattleInterface::SiegeHelper::SiegeHelper(const CGTownInstance *siegeTown, const CBattleInterface *_owner)
  2498. : owner(_owner), town(siegeTown)
  2499. {
  2500. for (int g = 0; g < ARRAY_COUNT(walls); ++g)
  2501. {
  2502. if (g != SiegeHelper::GATE)
  2503. walls[g] = BitmapHandler::loadBitmap(getSiegeName(g));
  2504. }
  2505. }
  2506. CBattleInterface::SiegeHelper::~SiegeHelper()
  2507. {
  2508. auto gateState = owner->curInt->cb->battleGetGateState();
  2509. for (int g = 0; g < ARRAY_COUNT(walls); ++g)
  2510. {
  2511. if (g != SiegeHelper::GATE || (gateState != EGateState::NONE && gateState != EGateState::CLOSED && gateState != EGateState::BLOCKED))
  2512. SDL_FreeSurface(walls[g]);
  2513. }
  2514. }
  2515. std::string CBattleInterface::SiegeHelper::getSiegeName(ui16 what) const
  2516. {
  2517. return getSiegeName(what, EWallState::INTACT);
  2518. }
  2519. std::string CBattleInterface::SiegeHelper::getSiegeName(ui16 what, int state) const
  2520. {
  2521. auto getImageIndex = [&]() -> int
  2522. {
  2523. switch (state)
  2524. {
  2525. case EWallState::INTACT : return 1;
  2526. case EWallState::DAMAGED :
  2527. if(what == 2 || what == 3 || what == 8) // towers don't have separate image here - INTACT and DAMAGED is 1, DESTROYED is 2
  2528. return 1;
  2529. else
  2530. return 2;
  2531. case EWallState::DESTROYED :
  2532. if (what == 2 || what == 3 || what == 8)
  2533. return 2;
  2534. else
  2535. return 3;
  2536. }
  2537. return 1;
  2538. };
  2539. const std::string & prefix = town->town->clientInfo.siegePrefix;
  2540. std::string addit = boost::lexical_cast<std::string>(getImageIndex());
  2541. switch(what)
  2542. {
  2543. case SiegeHelper::BACKGROUND:
  2544. return prefix + "BACK.BMP";
  2545. case SiegeHelper::BACKGROUND_WALL:
  2546. {
  2547. switch(town->town->faction->index)
  2548. {
  2549. case ETownType::RAMPART:
  2550. case ETownType::NECROPOLIS:
  2551. case ETownType::DUNGEON:
  2552. case ETownType::STRONGHOLD:
  2553. return prefix + "TPW1.BMP";
  2554. default:
  2555. return prefix + "TPWL.BMP";
  2556. }
  2557. }
  2558. case SiegeHelper::KEEP:
  2559. return prefix + "MAN" + addit + ".BMP";
  2560. case SiegeHelper::BOTTOM_TOWER:
  2561. return prefix + "TW1" + addit + ".BMP";
  2562. case SiegeHelper::BOTTOM_WALL:
  2563. return prefix + "WA1" + addit + ".BMP";
  2564. case SiegeHelper::WALL_BELLOW_GATE:
  2565. return prefix + "WA3" + addit + ".BMP";
  2566. case SiegeHelper::WALL_OVER_GATE:
  2567. return prefix + "WA4" + addit + ".BMP";
  2568. case SiegeHelper::UPPER_WALL:
  2569. return prefix + "WA6" + addit + ".BMP";
  2570. case SiegeHelper::UPPER_TOWER:
  2571. return prefix + "TW2" + addit + ".BMP";
  2572. case SiegeHelper::GATE:
  2573. return prefix + "DRW" + addit + ".BMP";
  2574. case SiegeHelper::GATE_ARCH:
  2575. return prefix + "ARCH.BMP";
  2576. case SiegeHelper::BOTTOM_STATIC_WALL:
  2577. return prefix + "WA2.BMP";
  2578. case SiegeHelper::UPPER_STATIC_WALL:
  2579. return prefix + "WA5.BMP";
  2580. case SiegeHelper::MOAT:
  2581. return prefix + "MOAT.BMP";
  2582. case SiegeHelper::BACKGROUND_MOAT:
  2583. return prefix + "MLIP.BMP";
  2584. case SiegeHelper::KEEP_BATTLEMENT:
  2585. return prefix + "MANC.BMP";
  2586. case SiegeHelper::BOTTOM_BATTLEMENT:
  2587. return prefix + "TW1C.BMP";
  2588. case SiegeHelper::UPPER_BATTLEMENT:
  2589. return prefix + "TW2C.BMP";
  2590. default:
  2591. return "";
  2592. }
  2593. }
  2594. void CBattleInterface::SiegeHelper::printPartOfWall(SDL_Surface *to, int what)
  2595. {
  2596. Point pos = Point(-1, -1);
  2597. auto & ci = town->town->clientInfo;
  2598. if (vstd::iswithin(what, 1, 17))
  2599. {
  2600. pos.x = ci.siegePositions[what].x + owner->pos.x;
  2601. pos.y = ci.siegePositions[what].y + owner->pos.y;
  2602. }
  2603. if (town->town->faction->index == ETownType::TOWER
  2604. && (what == SiegeHelper::MOAT || what == SiegeHelper::BACKGROUND_MOAT))
  2605. return; // no moat in Tower. TODO: remove hardcode somehow?
  2606. if (pos.x != -1)
  2607. {
  2608. //gate have no displayed bitmap when drawbridge is raised
  2609. if (what == SiegeHelper::GATE)
  2610. {
  2611. auto gateState = owner->curInt->cb->battleGetGateState();
  2612. if (gateState != EGateState::OPENED && gateState != EGateState::DESTROYED)
  2613. return;
  2614. }
  2615. blitAt(walls[what], pos.x, pos.y, to);
  2616. }
  2617. }
  2618. CatapultProjectileInfo::CatapultProjectileInfo(Point from, Point dest)
  2619. {
  2620. facA = 0.005; // seems to be constant
  2621. // system of 2 linear equations, solutions of which are missing coefficients
  2622. // for quadratic equation a*x*x + b*x + c
  2623. double eq[2][3] = {
  2624. { static_cast<double>(from.x), 1.0, from.y - facA*from.x*from.x },
  2625. { static_cast<double>(dest.x), 1.0, dest.y - facA*dest.x*dest.x }
  2626. };
  2627. // solve system via determinants
  2628. double det = eq[0][0] *eq[1][1] - eq[1][0] *eq[0][1];
  2629. double detB = eq[0][2] *eq[1][1] - eq[1][2] *eq[0][1];
  2630. double detC = eq[0][0] *eq[1][2] - eq[1][0] *eq[0][2];
  2631. facB = detB / det;
  2632. facC = detC / det;
  2633. // make sure that parabola is correct e.g. passes through from and dest
  2634. assert(fabs(calculateY(from.x) - from.y) < 1.0);
  2635. assert(fabs(calculateY(dest.x) - dest.y) < 1.0);
  2636. }
  2637. double CatapultProjectileInfo::calculateY(double x)
  2638. {
  2639. return facA *pow(x, 2.0) + facB *x + facC;
  2640. }
  2641. void CBattleInterface::showAll(SDL_Surface *to)
  2642. {
  2643. show(to);
  2644. }
  2645. void CBattleInterface::show(SDL_Surface *to)
  2646. {
  2647. assert(to);
  2648. SDL_Rect buf;
  2649. SDL_GetClipRect(to, &buf);
  2650. SDL_SetClipRect(to, &pos);
  2651. ++animCount;
  2652. showBackground(to);
  2653. showBattlefieldObjects(to);
  2654. showProjectiles(to);
  2655. updateBattleAnimations();
  2656. SDL_SetClipRect(to, &buf); //restoring previous clip_rect
  2657. showInterface(to);
  2658. //activation of next stack
  2659. if (pendingAnims.empty() && stackToActivate != nullptr)
  2660. {
  2661. activateStack();
  2662. //we may have changed active interface (another side in hot-seat),
  2663. // so we can't continue drawing with old setting.
  2664. show(to);
  2665. }
  2666. }
  2667. void CBattleInterface::showBackground(SDL_Surface *to)
  2668. {
  2669. if (activeStack != nullptr && creAnims[activeStack->ID]->isIdle()) //show everything with range
  2670. {
  2671. // FIXME: any *real* reason to keep this separate? Speed difference can't be that big
  2672. blitAt(backgroundWithHexes, pos.x, pos.y, to);
  2673. }
  2674. else
  2675. {
  2676. showBackgroundImage(to);
  2677. showAbsoluteObstacles(to);
  2678. }
  2679. showHighlightedHexes(to);
  2680. }
  2681. void CBattleInterface::showBackgroundImage(SDL_Surface *to)
  2682. {
  2683. blitAt(background, pos.x, pos.y, to);
  2684. if (settings["battle"]["cellBorders"].Bool())
  2685. {
  2686. CSDL_Ext::blit8bppAlphaTo24bpp(cellBorders, nullptr, to, &pos);
  2687. }
  2688. }
  2689. void CBattleInterface::showAbsoluteObstacles(SDL_Surface * to)
  2690. {
  2691. //Blit absolute obstacles
  2692. for(auto & oi : curInt->cb->battleGetAllObstacles())
  2693. {
  2694. if(oi->obstacleType == CObstacleInstance::ABSOLUTE_OBSTACLE)
  2695. {
  2696. auto img = getObstacleImage(*oi);
  2697. if(img)
  2698. img->draw(to, pos.x + oi->getInfo().width, pos.y + oi->getInfo().height);
  2699. }
  2700. }
  2701. if (siegeH && siegeH->town->hasBuilt(BuildingID::CITADEL))
  2702. siegeH->printPartOfWall(to, SiegeHelper::BACKGROUND_MOAT);
  2703. }
  2704. void CBattleInterface::showHighlightedHexes(SDL_Surface *to)
  2705. {
  2706. bool delayedBlit = false; //workaround for blitting enemy stack hex without mouse shadow with stack range on
  2707. if(activeStack && settings["battle"]["stackRange"].Bool())
  2708. {
  2709. std::set<BattleHex> set = curInt->cb->battleGetAttackedHexes(activeStack, currentlyHoveredHex, attackingHex);
  2710. for(BattleHex hex : set)
  2711. if(hex != currentlyHoveredHex)
  2712. showHighlightedHex(to, hex);
  2713. // display the movement shadow of the stack at b (i.e. stack under mouse)
  2714. const CStack * const shere = curInt->cb->battleGetStackByPos(currentlyHoveredHex, false);
  2715. if(shere && shere != activeStack && shere->alive())
  2716. {
  2717. std::vector<BattleHex> v = curInt->cb->battleGetAvailableHexes(shere, true, nullptr);
  2718. for(BattleHex hex : v)
  2719. {
  2720. if(hex != currentlyHoveredHex)
  2721. showHighlightedHex(to, hex);
  2722. else if(!settings["battle"]["mouseShadow"].Bool())
  2723. delayedBlit = true; //blit at the end of method to avoid graphic artifacts
  2724. else
  2725. showHighlightedHex(to, hex, true); //blit now and blit 2nd time later for darker shadow - avoids graphic artifacts
  2726. }
  2727. }
  2728. }
  2729. for(int b=0; b<GameConstants::BFIELD_SIZE; ++b)
  2730. {
  2731. if(bfield[b]->strictHovered && bfield[b]->hovered)
  2732. {
  2733. if(previouslyHoveredHex == -1)
  2734. previouslyHoveredHex = b; //something to start with
  2735. if(currentlyHoveredHex == -1)
  2736. currentlyHoveredHex = b; //something to start with
  2737. if(currentlyHoveredHex != b) //repair hover info
  2738. {
  2739. previouslyHoveredHex = currentlyHoveredHex;
  2740. currentlyHoveredHex = b;
  2741. }
  2742. if(settings["battle"]["mouseShadow"].Bool() || delayedBlit)
  2743. {
  2744. const spells::Caster *caster = nullptr;
  2745. const CSpell *spell = nullptr;
  2746. spells::Mode mode = spells::Mode::HERO;
  2747. if(spellToCast)//hero casts spell
  2748. {
  2749. spell = SpellID(spellToCast->actionSubtype).toSpell();
  2750. caster = getActiveHero();
  2751. }
  2752. else if(creatureSpellToCast >= 0 && stackCanCastSpell && creatureCasting)//stack casts spell
  2753. {
  2754. spell = SpellID(creatureSpellToCast).toSpell();
  2755. caster = activeStack;
  2756. mode = spells::Mode::CREATURE_ACTIVE;
  2757. }
  2758. if(caster && spell) //when casting spell
  2759. {
  2760. // printing shaded hex(es)
  2761. auto shaded = spell->rangeInHexes(curInt->cb.get(), mode, caster, currentlyHoveredHex);
  2762. for(BattleHex shadedHex : shaded)
  2763. {
  2764. if((shadedHex.getX() != 0) && (shadedHex.getX() != GameConstants::BFIELD_WIDTH - 1))
  2765. showHighlightedHex(to, shadedHex, true);
  2766. }
  2767. }
  2768. else if(active || delayedBlit) //always highlight pointed hex, keep this condition last in this method for correct behavior
  2769. {
  2770. if(currentlyHoveredHex.getX() != 0
  2771. && currentlyHoveredHex.getX() != GameConstants::BFIELD_WIDTH - 1)
  2772. showHighlightedHex(to, currentlyHoveredHex, true); //keep true for OH3 behavior: hovered hex frame "thinner"
  2773. }
  2774. }
  2775. }
  2776. }
  2777. }
  2778. void CBattleInterface::showHighlightedHex(SDL_Surface *to, BattleHex hex, bool darkBorder)
  2779. {
  2780. int x = 14 + (hex.getY() % 2 == 0 ? 22 : 0) + 44 *(hex.getX()) + pos.x;
  2781. int y = 86 + 42 *hex.getY() + pos.y;
  2782. SDL_Rect temp_rect = genRect (cellShade->h, cellShade->w, x, y);
  2783. CSDL_Ext::blit8bppAlphaTo24bpp (cellShade, nullptr, to, &temp_rect);
  2784. if(!darkBorder && settings["battle"]["cellBorders"].Bool())
  2785. CSDL_Ext::blit8bppAlphaTo24bpp(cellBorder, nullptr, to, &temp_rect); //redraw border to make it light green instead of shaded
  2786. }
  2787. void CBattleInterface::showProjectiles(SDL_Surface *to)
  2788. {
  2789. assert(to);
  2790. std::list< std::list<ProjectileInfo>::iterator > toBeDeleted;
  2791. for (auto it = projectiles.begin(); it!=projectiles.end(); ++it)
  2792. {
  2793. // Check if projectile is already visible (shooter animation did the shot)
  2794. if (!it->shotDone)
  2795. {
  2796. // frame we're waiting for is reached OR animation has already finished
  2797. if (creAnims[it->stackID]->getCurrentFrame() >= it->animStartDelay ||
  2798. creAnims[it->stackID]->isShooting() == false)
  2799. {
  2800. //at this point projectile should become visible
  2801. creAnims[it->stackID]->pause(); // pause animation
  2802. it->shotDone = true;
  2803. }
  2804. else
  2805. continue; // wait...
  2806. }
  2807. size_t group = it->reverse ? 1 : 0;
  2808. auto image = idToProjectile[it->creID]->getImage(it->frameNum, group, true);
  2809. if(image)
  2810. {
  2811. SDL_Rect dst;
  2812. dst.h = image->height();
  2813. dst.w = image->width();
  2814. dst.x = it->x - dst.w / 2;
  2815. dst.y = it->y - dst.h / 2;
  2816. image->draw(to, &dst, nullptr);
  2817. }
  2818. // Update projectile
  2819. ++it->step;
  2820. if (it->step == it->lastStep)
  2821. {
  2822. toBeDeleted.insert(toBeDeleted.end(), it);
  2823. }
  2824. else
  2825. {
  2826. if (it->catapultInfo)
  2827. {
  2828. // Parabolic shot of the trajectory, as follows: f(x) = ax^2 + bx + c
  2829. it->x += it->dx;
  2830. it->y = it->catapultInfo->calculateY(it->x);
  2831. ++(it->frameNum);
  2832. it->frameNum %= idToProjectile[it->creID]->size(0);
  2833. }
  2834. else
  2835. {
  2836. // Normal projectile, just add the calculated "deltas" to the x and y positions.
  2837. it->x += it->dx;
  2838. it->y += it->dy;
  2839. }
  2840. }
  2841. }
  2842. for (auto & elem : toBeDeleted)
  2843. {
  2844. // resume animation
  2845. creAnims[elem->stackID]->play();
  2846. projectiles.erase(elem);
  2847. }
  2848. }
  2849. void CBattleInterface::showBattlefieldObjects(SDL_Surface *to)
  2850. {
  2851. auto showHexEntry = [&](BattleObjectsByHex::HexData & hex)
  2852. {
  2853. showPiecesOfWall(to, hex.walls);
  2854. showObstacles(to, hex.obstacles);
  2855. showAliveStacks(to, hex.alive);
  2856. showBattleEffects(to, hex.effects);
  2857. };
  2858. BattleObjectsByHex objects = sortObjectsByHex();
  2859. // dead stacks should be blit first
  2860. showStacks(to, objects.beforeAll.dead);
  2861. for (auto & data : objects.hex)
  2862. showStacks(to, data.dead);
  2863. showStacks(to, objects.afterAll.dead);
  2864. // display objects that must be blit before anything else (e.g. topmost walls)
  2865. showHexEntry(objects.beforeAll);
  2866. // show heroes after "beforeAll" - e.g. topmost wall in siege
  2867. if (attackingHero)
  2868. attackingHero->show(to);
  2869. if (defendingHero)
  2870. defendingHero->show(to);
  2871. // actual blit of most of objects, hex by hex
  2872. // NOTE: row-by-row blitting may be a better approach
  2873. for (auto &data : objects.hex)
  2874. showHexEntry(data);
  2875. // objects that must be blit *after* everything else - e.g. bottom tower or some spell effects
  2876. showHexEntry(objects.afterAll);
  2877. }
  2878. void CBattleInterface::showAliveStacks(SDL_Surface *to, std::vector<const CStack *> stacks)
  2879. {
  2880. BattleHex currentActionTarget;
  2881. if(curInt->curAction)
  2882. {
  2883. auto target = curInt->curAction->getTarget(curInt->cb.get());
  2884. if(!target.empty())
  2885. currentActionTarget = target.at(0).hexValue;
  2886. }
  2887. auto isAmountBoxVisible = [&](const CStack *stack) -> bool
  2888. {
  2889. if(stack->hasBonusOfType(Bonus::SIEGE_WEAPON) && stack->getCount() == 1) //do not show box for singular war machines, stacked war machines with box shown are supported as extension feature
  2890. return false;
  2891. if(stack->getCount() == 0) //hide box when target is going to die anyway - do not display "0 creatures"
  2892. return false;
  2893. for(auto anim : pendingAnims) //no matter what other conditions below are, hide box when creature is playing hit animation
  2894. {
  2895. auto hitAnimation = dynamic_cast<CDefenceAnimation*>(anim.first);
  2896. if(hitAnimation && (hitAnimation->stack->ID == stack->ID)) //we process only "current creature" as other creatures will be processed reliably on their own iteration
  2897. return false;
  2898. }
  2899. if(curInt->curAction)
  2900. {
  2901. if(curInt->curAction->stackNumber == stack->ID) //stack is currently taking action (is not a target of another creature's action etc)
  2902. {
  2903. if(curInt->curAction->actionType == EActionType::WALK || curInt->curAction->actionType == EActionType::SHOOT) //hide when stack walks or shoots
  2904. return false;
  2905. else if(curInt->curAction->actionType == EActionType::WALK_AND_ATTACK && currentActionTarget != stack->getPosition()) //when attacking, hide until walk phase finished
  2906. return false;
  2907. }
  2908. if(curInt->curAction->actionType == EActionType::SHOOT && currentActionTarget == stack->getPosition()) //hide if we are ranged attack target
  2909. return false;
  2910. }
  2911. return true;
  2912. };
  2913. auto getEffectsPositivness = [&](const std::vector<si32> & activeSpells) -> int
  2914. {
  2915. int pos = 0;
  2916. for (const auto & spellId : activeSpells)
  2917. {
  2918. pos += CGI->spellh->objects.at(spellId)->positiveness;
  2919. }
  2920. return pos;
  2921. };
  2922. auto getAmountBoxBackground = [&](int positivness) -> SDL_Surface *
  2923. {
  2924. if (positivness > 0)
  2925. return amountPositive;
  2926. if (positivness < 0)
  2927. return amountNegative;
  2928. return amountEffNeutral;
  2929. };
  2930. showStacks(to, stacks); // Actual display of all stacks
  2931. for (auto & stack : stacks)
  2932. {
  2933. assert(stack);
  2934. //printing amount
  2935. if (isAmountBoxVisible(stack))
  2936. {
  2937. const int sideShift = stack->side == BattleSide::ATTACKER ? 1 : -1;
  2938. const int reverseSideShift = stack->side == BattleSide::ATTACKER ? -1 : 1;
  2939. const BattleHex nextPos = stack->getPosition() + sideShift;
  2940. const bool edge = stack->getPosition() % GameConstants::BFIELD_WIDTH == (stack->side == BattleSide::ATTACKER ? GameConstants::BFIELD_WIDTH - 2 : 1);
  2941. const bool moveInside = !edge && !stackCountOutsideHexes[nextPos];
  2942. int xAdd = (stack->side == BattleSide::ATTACKER ? 220 : 202) +
  2943. (stack->doubleWide() ? 44 : 0) * sideShift +
  2944. (moveInside ? amountNormal->w + 10 : 0) * reverseSideShift;
  2945. int yAdd = 260 + ((stack->side == BattleSide::ATTACKER || moveInside) ? 0 : -15);
  2946. //blitting amount background box
  2947. SDL_Surface *amountBG = amountNormal;
  2948. std::vector<si32> activeSpells = stack->activeSpells();
  2949. if (!activeSpells.empty())
  2950. amountBG = getAmountBoxBackground(getEffectsPositivness(activeSpells));
  2951. SDL_Rect temp_rect = genRect(amountBG->h, amountBG->w, creAnims[stack->ID]->pos.x + xAdd, creAnims[stack->ID]->pos.y + yAdd);
  2952. SDL_BlitSurface(amountBG, nullptr, to, &temp_rect);
  2953. //blitting amount
  2954. Point textPos(creAnims[stack->ID]->pos.x + xAdd + amountNormal->w/2,
  2955. creAnims[stack->ID]->pos.y + yAdd + amountNormal->h/2);
  2956. graphics->fonts[FONT_TINY]->renderTextCenter(to, makeNumberShort(stack->getCount()), Colors::WHITE, textPos);
  2957. }
  2958. }
  2959. }
  2960. void CBattleInterface::showStacks(SDL_Surface *to, std::vector<const CStack *> stacks)
  2961. {
  2962. for (const CStack *stack : stacks)
  2963. {
  2964. creAnims[stack->ID]->nextFrame(to, creDir[stack->ID]); // do actual blit
  2965. creAnims[stack->ID]->incrementFrame(float(GH.mainFPSmng->getElapsedMilliseconds()) / 1000);
  2966. }
  2967. }
  2968. void CBattleInterface::showObstacles(SDL_Surface * to, std::vector<std::shared_ptr<const CObstacleInstance>> & obstacles)
  2969. {
  2970. for(auto & obstacle : obstacles)
  2971. {
  2972. auto img = getObstacleImage(*obstacle);
  2973. if(img)
  2974. {
  2975. Point p = getObstaclePosition(img, *obstacle);
  2976. img->draw(to, p.x, p.y);
  2977. }
  2978. }
  2979. }
  2980. void CBattleInterface::showBattleEffects(SDL_Surface *to, const std::vector<const BattleEffect *> &battleEffects)
  2981. {
  2982. for (auto & elem : battleEffects)
  2983. {
  2984. int currentFrame = floor(elem->currentFrame);
  2985. currentFrame %= elem->animation->size();
  2986. auto img = elem->animation->getImage(currentFrame);
  2987. SDL_Rect temp_rect = genRect(img->height(), img->width(), elem->x, elem->y);
  2988. img->draw(to, &temp_rect, nullptr);
  2989. }
  2990. }
  2991. void CBattleInterface::showInterface(SDL_Surface *to)
  2992. {
  2993. blitAt(menu, pos.x, 556 + pos.y, to);
  2994. if (tacticsMode)
  2995. {
  2996. btactNext->showAll(to);
  2997. btactEnd->showAll(to);
  2998. }
  2999. else
  3000. {
  3001. console->showAll(to);
  3002. bConsoleUp->showAll(to);
  3003. bConsoleDown->showAll(to);
  3004. }
  3005. //showing buttons
  3006. bOptions->showAll(to);
  3007. bSurrender->showAll(to);
  3008. bFlee->showAll(to);
  3009. bAutofight->showAll(to);
  3010. bSpell->showAll(to);
  3011. bWait->showAll(to);
  3012. bDefence->showAll(to);
  3013. //showing in-game console
  3014. LOCPLINT->cingconsole->show(to);
  3015. Rect posWithQueue = Rect(pos.x, pos.y, 800, 600);
  3016. if (settings["battle"]["showQueue"].Bool())
  3017. {
  3018. if (!queue->embedded)
  3019. {
  3020. posWithQueue.y -= queue->pos.h;
  3021. posWithQueue.h += queue->pos.h;
  3022. }
  3023. queue->showAll(to);
  3024. }
  3025. //printing border around interface
  3026. if (screen->w != 800 || screen->h !=600)
  3027. {
  3028. CMessage::drawBorder(curInt->playerID,to,posWithQueue.w + 28, posWithQueue.h + 28, posWithQueue.x-14, posWithQueue.y-15);
  3029. }
  3030. }
  3031. BattleObjectsByHex CBattleInterface::sortObjectsByHex()
  3032. {
  3033. auto getCurrentPosition = [&](const CStack *stack) -> BattleHex
  3034. {
  3035. for (auto & anim : pendingAnims)
  3036. {
  3037. // certainly ugly workaround but fixes quite annoying bug
  3038. // stack position will be updated only *after* movement is finished
  3039. // before this - stack is always at its initial position. Thus we need to find
  3040. // its current position. Which can be found only in this class
  3041. if (CMovementAnimation *move = dynamic_cast<CMovementAnimation*>(anim.first))
  3042. {
  3043. if (move->stack == stack)
  3044. return move->nextHex;
  3045. }
  3046. }
  3047. return stack->getPosition();
  3048. };
  3049. BattleObjectsByHex sorted;
  3050. auto stacks = curInt->cb->battleGetStacksIf([](const CStack *s)
  3051. {
  3052. return !s->isTurret();
  3053. });
  3054. // Sort creatures
  3055. for (auto & stack : stacks)
  3056. {
  3057. if (creAnims.find(stack->ID) == creAnims.end()) //e.g. for summoned but not yet handled stacks
  3058. continue;
  3059. if (stack->initialPosition < 0) // turret shooters are handled separately
  3060. continue;
  3061. //FIXME: hack to ignore ghost stacks
  3062. if ((creAnims[stack->ID]->getType() == CCreatureAnim::DEAD || creAnims[stack->ID]->getType() == CCreatureAnim::HOLDING) && stack->isGhost())
  3063. ;//ignore
  3064. else if (!creAnims[stack->ID]->isDead())
  3065. {
  3066. if (!creAnims[stack->ID]->isMoving())
  3067. sorted.hex[stack->getPosition()].alive.push_back(stack);
  3068. else
  3069. {
  3070. // flying creature - just blit them over everyone else
  3071. if (stack->hasBonusOfType(Bonus::FLYING))
  3072. sorted.afterAll.alive.push_back(stack);
  3073. else//try to find current location
  3074. sorted.hex[getCurrentPosition(stack)].alive.push_back(stack);
  3075. }
  3076. }
  3077. else
  3078. sorted.hex[stack->getPosition()].dead.push_back(stack);
  3079. }
  3080. // Sort battle effects (spells)
  3081. for (auto & battleEffect : battleEffects)
  3082. {
  3083. if (battleEffect.position.isValid())
  3084. sorted.hex[battleEffect.position].effects.push_back(&battleEffect);
  3085. else
  3086. sorted.afterAll.effects.push_back(&battleEffect);
  3087. }
  3088. // Sort obstacles
  3089. {
  3090. std::map<BattleHex, std::shared_ptr<const CObstacleInstance>> backgroundObstacles;
  3091. for (auto &obstacle : curInt->cb->battleGetAllObstacles()) {
  3092. if (obstacle->obstacleType != CObstacleInstance::ABSOLUTE_OBSTACLE
  3093. && obstacle->obstacleType != CObstacleInstance::MOAT) {
  3094. backgroundObstacles[obstacle->pos] = obstacle;
  3095. }
  3096. }
  3097. for (auto &op : backgroundObstacles)
  3098. {
  3099. sorted.beforeAll.obstacles.push_back(op.second);
  3100. }
  3101. }
  3102. // Sort wall parts
  3103. if (siegeH)
  3104. {
  3105. sorted.beforeAll.walls.push_back(SiegeHelper::BACKGROUND_WALL);
  3106. sorted.hex[135].walls.push_back(SiegeHelper::KEEP);
  3107. sorted.afterAll.walls.push_back(SiegeHelper::BOTTOM_TOWER);
  3108. sorted.hex[182].walls.push_back(SiegeHelper::BOTTOM_WALL);
  3109. sorted.hex[130].walls.push_back(SiegeHelper::WALL_BELLOW_GATE);
  3110. sorted.hex[78].walls.push_back(SiegeHelper::WALL_OVER_GATE);
  3111. sorted.hex[12].walls.push_back(SiegeHelper::UPPER_WALL);
  3112. sorted.beforeAll.walls.push_back(SiegeHelper::UPPER_TOWER);
  3113. sorted.hex[94].walls.push_back(SiegeHelper::GATE);
  3114. sorted.hex[112].walls.push_back(SiegeHelper::GATE_ARCH);
  3115. sorted.hex[165].walls.push_back(SiegeHelper::BOTTOM_STATIC_WALL);
  3116. sorted.hex[45].walls.push_back(SiegeHelper::UPPER_STATIC_WALL);
  3117. if (siegeH && siegeH->town->hasBuilt(BuildingID::CITADEL))
  3118. {
  3119. sorted.beforeAll.walls.push_back(SiegeHelper::MOAT);
  3120. //sorted.beforeAll.walls.push_back(SiegeHelper::BACKGROUND_MOAT); // blit as absolute obstacle
  3121. sorted.hex[135].walls.push_back(SiegeHelper::KEEP_BATTLEMENT);
  3122. }
  3123. if (siegeH && siegeH->town->hasBuilt(BuildingID::CASTLE))
  3124. {
  3125. sorted.afterAll.walls.push_back(SiegeHelper::BOTTOM_BATTLEMENT);
  3126. sorted.beforeAll.walls.push_back(SiegeHelper::UPPER_BATTLEMENT);
  3127. }
  3128. }
  3129. return sorted;
  3130. }
  3131. void CBattleInterface::updateBattleAnimations()
  3132. {
  3133. //handle animations
  3134. for (auto & elem : pendingAnims)
  3135. {
  3136. if (!elem.first) //this animation should be deleted
  3137. continue;
  3138. if (!elem.second)
  3139. {
  3140. elem.second = elem.first->init();
  3141. }
  3142. if (elem.second && elem.first)
  3143. elem.first->nextFrame();
  3144. }
  3145. //delete anims
  3146. int preSize = pendingAnims.size();
  3147. for (auto it = pendingAnims.begin(); it != pendingAnims.end(); ++it)
  3148. {
  3149. if (it->first == nullptr)
  3150. {
  3151. pendingAnims.erase(it);
  3152. it = pendingAnims.begin();
  3153. break;
  3154. }
  3155. }
  3156. if (preSize > 0 && pendingAnims.empty())
  3157. {
  3158. //anims ended
  3159. blockUI(activeStack == nullptr);
  3160. animsAreDisplayed.setn(false);
  3161. }
  3162. }
  3163. std::shared_ptr<IImage> CBattleInterface::getObstacleImage(const CObstacleInstance & oi)
  3164. {
  3165. int frameIndex = (animCount+1) *25 / getAnimSpeed();
  3166. std::shared_ptr<CAnimation> animation;
  3167. if(oi.obstacleType == CObstacleInstance::USUAL || oi.obstacleType == CObstacleInstance::ABSOLUTE_OBSTACLE)
  3168. {
  3169. animation = obstacleAnimations[oi.uniqueID];
  3170. }
  3171. else if(oi.obstacleType == CObstacleInstance::SPELL_CREATED)
  3172. {
  3173. const SpellCreatedObstacle * spellObstacle = dynamic_cast<const SpellCreatedObstacle *>(&oi);
  3174. if(!spellObstacle)
  3175. return std::shared_ptr<IImage>();
  3176. std::string animationName = spellObstacle->animation;
  3177. auto cacheIter = animationsCache.find(animationName);
  3178. if(cacheIter == animationsCache.end())
  3179. {
  3180. logAnim->trace("Creating obstacle animation %s", animationName);
  3181. animation = std::make_shared<CAnimation>(animationName);
  3182. animation->preload();
  3183. animationsCache[animationName] = animation;
  3184. }
  3185. else
  3186. {
  3187. animation = cacheIter->second;
  3188. }
  3189. }
  3190. if(animation)
  3191. {
  3192. frameIndex %= animation->size(0);
  3193. return animation->getImage(frameIndex, 0);
  3194. }
  3195. return nullptr;
  3196. }
  3197. Point CBattleInterface::getObstaclePosition(std::shared_ptr<IImage> image, const CObstacleInstance & obstacle)
  3198. {
  3199. int offset = obstacle.getAnimationYOffset(image->height());
  3200. Rect r = hexPosition(obstacle.pos);
  3201. r.y += 42 - image->height() + offset;
  3202. return r.topLeft();
  3203. }
  3204. void CBattleInterface::redrawBackgroundWithHexes(const CStack *activeStack)
  3205. {
  3206. attackableHexes.clear();
  3207. if (activeStack)
  3208. occupyableHexes = curInt->cb->battleGetAvailableHexes(activeStack, true, &attackableHexes);
  3209. curInt->cb->battleGetStackCountOutsideHexes(stackCountOutsideHexes);
  3210. //prepare background graphic with hexes and shaded hexes
  3211. blitAt(background, 0, 0, backgroundWithHexes);
  3212. //draw absolute obstacles (cliffs and so on)
  3213. for(auto & oi : curInt->cb->battleGetAllObstacles())
  3214. {
  3215. if(oi->obstacleType == CObstacleInstance::ABSOLUTE_OBSTACLE)
  3216. {
  3217. auto img = getObstacleImage(*oi);
  3218. if(img)
  3219. img->draw(backgroundWithHexes, oi->getInfo().width, oi->getInfo().height);
  3220. }
  3221. }
  3222. if (settings["battle"]["stackRange"].Bool())
  3223. {
  3224. std::vector<BattleHex> hexesToShade = occupyableHexes;
  3225. hexesToShade.insert(hexesToShade.end(), attackableHexes.begin(), attackableHexes.end());
  3226. for (BattleHex hex : hexesToShade)
  3227. {
  3228. int i = hex.getY(); //row
  3229. int j = hex.getX()-1; //column
  3230. int x = 58 + (i%2==0 ? 22 : 0) + 44*j;
  3231. int y = 86 + 42 *i;
  3232. SDL_Rect temp_rect = genRect(cellShade->h, cellShade->w, x, y);
  3233. CSDL_Ext::blit8bppAlphaTo24bpp(cellShade, nullptr, backgroundWithHexes, &temp_rect);
  3234. }
  3235. }
  3236. if(settings["battle"]["cellBorders"].Bool())
  3237. CSDL_Ext::blit8bppAlphaTo24bpp(cellBorders, nullptr, backgroundWithHexes, nullptr);
  3238. }
  3239. void CBattleInterface::showPiecesOfWall(SDL_Surface *to, std::vector<int> pieces)
  3240. {
  3241. if (!siegeH)
  3242. return;
  3243. for (auto piece : pieces)
  3244. {
  3245. if (piece < 15) // not a tower - just print
  3246. siegeH->printPartOfWall(to, piece);
  3247. else // tower. find if tower is built and not destroyed - stack is present
  3248. {
  3249. // PieceID StackID
  3250. // 15 = keep, -2
  3251. // 16 = lower, -3
  3252. // 17 = upper, -4
  3253. // tower. check if tower is alive - stack is found
  3254. int stackPos = 13 - piece;
  3255. const CStack *turret = nullptr;
  3256. for (auto & stack : curInt->cb->battleGetAllStacks(true))
  3257. {
  3258. if(stack->initialPosition == stackPos)
  3259. {
  3260. turret = stack;
  3261. break;
  3262. }
  3263. }
  3264. if (turret)
  3265. {
  3266. std::vector<const CStack *> stackList(1, turret);
  3267. showStacks(to, stackList);
  3268. siegeH->printPartOfWall(to, piece);
  3269. }
  3270. }
  3271. }
  3272. }