CBattleInterface.cpp 113 KB

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  1. #include "StdInc.h"
  2. #include "CBattleInterface.h"
  3. #include "CBattleAnimations.h"
  4. #include "CBattleInterfaceClasses.h"
  5. #include "CCreatureAnimation.h"
  6. #include "../CBitmapHandler.h"
  7. #include "../CDefHandler.h"
  8. #include "../CGameInfo.h"
  9. #include "../CMessage.h"
  10. #include "../CMT.h"
  11. #include "../CMusicHandler.h"
  12. #include "../CPlayerInterface.h"
  13. #include "../CVideoHandler.h"
  14. #include "../Graphics.h"
  15. #include "../gui/CCursorHandler.h"
  16. #include "../gui/CGuiHandler.h"
  17. #include "../gui/SDL_Extensions.h"
  18. #include "../windows/CAdvmapInterface.h"
  19. #include "../windows/CCreatureWindow.h"
  20. #include "../windows/CSpellWindow.h"
  21. #include "../../CCallback.h"
  22. #include "../../lib/BattleState.h"
  23. #include "../../lib/CConfigHandler.h"
  24. #include "../../lib/CGeneralTextHandler.h"
  25. #include "../../lib/CHeroHandler.h"
  26. #include "../../lib/CondSh.h"
  27. #include "../../lib/CRandomGenerator.h"
  28. #include "../../lib/spells/CSpellHandler.h"
  29. #include "../../lib/CTownHandler.h"
  30. #include "../../lib/CGameState.h"
  31. #include "../../lib/mapping/CMap.h"
  32. #include "../../lib/NetPacks.h"
  33. #include "../../lib/UnlockGuard.h"
  34. /*
  35. * CBattleInterface.cpp, part of VCMI engine
  36. *
  37. * Authors: listed in file AUTHORS in main folder
  38. *
  39. * License: GNU General Public License v2.0 or later
  40. * Full text of license available in license.txt file, in main folder
  41. *
  42. */
  43. CondSh<bool> CBattleInterface::animsAreDisplayed;
  44. static void onAnimationFinished(const CStack *stack, CCreatureAnimation * anim)
  45. {
  46. if (anim->isIdle())
  47. {
  48. const CCreature *creature = stack->getCreature();
  49. if (anim->framesInGroup(CCreatureAnim::MOUSEON) > 0)
  50. {
  51. if (CRandomGenerator::getDefault().nextDouble(99.0) < creature->animation.timeBetweenFidgets * 10)
  52. anim->playOnce(CCreatureAnim::MOUSEON);
  53. else
  54. anim->setType(CCreatureAnim::HOLDING);
  55. }
  56. else
  57. {
  58. anim->setType(CCreatureAnim::HOLDING);
  59. }
  60. }
  61. // always reset callback
  62. anim->onAnimationReset += std::bind(&onAnimationFinished, stack, anim);
  63. }
  64. static void transformPalette(SDL_Surface * surf, double rCor, double gCor, double bCor)
  65. {
  66. SDL_Color * colorsToChange = surf->format->palette->colors;
  67. for(int g=0; g<surf->format->palette->ncolors; ++g)
  68. {
  69. if((colorsToChange+g)->b != 132 &&
  70. (colorsToChange+g)->g != 231 &&
  71. (colorsToChange+g)->r != 255) //it's not yellow border
  72. {
  73. (colorsToChange+g)->r = static_cast<double>((colorsToChange+g)->r) * rCor;
  74. (colorsToChange+g)->g = static_cast<double>((colorsToChange+g)->g) * gCor;
  75. (colorsToChange+g)->b = static_cast<double>((colorsToChange+g)->b) * bCor;
  76. }
  77. }
  78. }
  79. void CBattleInterface::addNewAnim(CBattleAnimation * anim)
  80. {
  81. pendingAnims.push_back( std::make_pair(anim, false) );
  82. animsAreDisplayed.setn(true);
  83. }
  84. CBattleInterface::CBattleInterface(const CCreatureSet * army1, const CCreatureSet * army2,
  85. const CGHeroInstance *hero1, const CGHeroInstance *hero2,
  86. const SDL_Rect & myRect,
  87. shared_ptr<CPlayerInterface> att, shared_ptr<CPlayerInterface> defen)
  88. : background(nullptr), queue(nullptr), attackingHeroInstance(hero1), defendingHeroInstance(hero2), animCount(0),
  89. activeStack(nullptr), mouseHoveredStack(nullptr), stackToActivate(nullptr), selectedStack(nullptr), previouslyHoveredHex(-1),
  90. currentlyHoveredHex(-1), attackingHex(-1), stackCanCastSpell(false), creatureCasting(false), spellDestSelectMode(false), spellSelMode(NO_LOCATION), spellToCast(nullptr), sp(nullptr),
  91. siegeH(nullptr), attackerInt(att), defenderInt(defen), curInt(att), animIDhelper(0),
  92. givenCommand(nullptr), myTurn(false), resWindow(nullptr), moveStarted(false), moveSoundHander(-1), bresult(nullptr)
  93. {
  94. OBJ_CONSTRUCTION;
  95. if(!curInt)
  96. {
  97. //May happen when we are defending during network MP game -> attacker interface is just not present
  98. curInt = defenderInt;
  99. }
  100. animsAreDisplayed.setn(false);
  101. pos = myRect;
  102. strongInterest = true;
  103. givenCommand = new CondSh<BattleAction *>(nullptr);
  104. //hot-seat -> check tactics for both players (defender may be local human)
  105. if(attackerInt && attackerInt->cb->battleGetTacticDist())
  106. tacticianInterface = attackerInt;
  107. else if(defenderInt && defenderInt->cb->battleGetTacticDist())
  108. tacticianInterface = defenderInt;
  109. //if we found interface of player with tactics, then enter tactics mode
  110. tacticsMode = static_cast<bool>(tacticianInterface);
  111. //create stack queue
  112. bool embedQueue = screen->h < 700;
  113. queue = new CStackQueue(embedQueue, this);
  114. if(!embedQueue)
  115. {
  116. if(settings["battle"]["showQueue"].Bool())
  117. pos.y += queue->pos.h / 2; //center whole window
  118. queue->moveTo(Point(pos.x, pos.y - queue->pos.h));
  119. // queue->pos.x = pos.x;
  120. // queue->pos.y = pos.y - queue->pos.h;
  121. // pos.h += queue->pos.h;
  122. // center();
  123. }
  124. queue->update();
  125. //preparing siege info
  126. const CGTownInstance * town = curInt->cb->battleGetDefendedTown();
  127. if(town && town->hasFort())
  128. {
  129. siegeH = new SiegeHelper(town, this);
  130. }
  131. curInt->battleInt = this;
  132. //initializing armies
  133. this->army1 = army1;
  134. this->army2 = army2;
  135. std::vector<const CStack*> stacks = curInt->cb->battleGetAllStacks(true);
  136. for(const CStack *s : stacks)
  137. {
  138. newStack(s);
  139. }
  140. //preparing menu background and terrain
  141. if(siegeH)
  142. {
  143. background = BitmapHandler::loadBitmap( siegeH->getSiegeName(0), false );
  144. ui8 siegeLevel = curInt->cb->battleGetSiegeLevel();
  145. if(siegeLevel >= 2) //citadel or castle
  146. {
  147. //print moat/mlip
  148. SDL_Surface * moat = BitmapHandler::loadBitmap( siegeH->getSiegeName(13) ),
  149. * mlip = BitmapHandler::loadBitmap( siegeH->getSiegeName(14) );
  150. auto & info = siegeH->town->town->clientInfo;
  151. Point moatPos(info.siegePositions[13].x, info.siegePositions[13].y);
  152. Point mlipPos(info.siegePositions[14].x, info.siegePositions[14].y);
  153. if(moat) //eg. tower has no moat
  154. blitAt(moat, moatPos.x,moatPos.y, background);
  155. if(mlip) //eg. tower has no mlip
  156. blitAt(mlip, mlipPos.x, mlipPos.y, background);
  157. SDL_FreeSurface(moat);
  158. SDL_FreeSurface(mlip);
  159. }
  160. }
  161. else
  162. {
  163. auto bfieldType = (int)curInt->cb->battleGetBattlefieldType();
  164. if(graphics->battleBacks.size() <= bfieldType || bfieldType < 0)
  165. logGlobal->errorStream() << bfieldType << " is not valid battlefield type index!";
  166. else if(graphics->battleBacks[bfieldType].empty())
  167. logGlobal->errorStream() << bfieldType << " battlefield type does not have any backgrounds!";
  168. else
  169. {
  170. const std::string bgName = *RandomGeneratorUtil::nextItem(graphics->battleBacks[bfieldType], CRandomGenerator::getDefault());
  171. background = BitmapHandler::loadBitmap(bgName, false);
  172. }
  173. }
  174. //preparing menu background
  175. //graphics->blueToPlayersAdv(menu, hero1->tempOwner);
  176. //preparing graphics for displaying amounts of creatures
  177. amountNormal = BitmapHandler::loadBitmap("CMNUMWIN.BMP");
  178. CSDL_Ext::alphaTransform(amountNormal);
  179. transformPalette(amountNormal, 0.59, 0.19, 0.93);
  180. amountPositive = BitmapHandler::loadBitmap("CMNUMWIN.BMP");
  181. CSDL_Ext::alphaTransform(amountPositive);
  182. transformPalette(amountPositive, 0.18, 1.00, 0.18);
  183. amountNegative = BitmapHandler::loadBitmap("CMNUMWIN.BMP");
  184. CSDL_Ext::alphaTransform(amountNegative);
  185. transformPalette(amountNegative, 1.00, 0.18, 0.18);
  186. amountEffNeutral = BitmapHandler::loadBitmap("CMNUMWIN.BMP");
  187. CSDL_Ext::alphaTransform(amountEffNeutral);
  188. transformPalette(amountEffNeutral, 1.00, 1.00, 0.18);
  189. ////blitting menu background and terrain
  190. // blitAt(background, pos.x, pos.y);
  191. // blitAt(menu, pos.x, 556 + pos.y);
  192. //preparing buttons and console
  193. bOptions = new CButton (Point( 3, 561), "icm003.def", CGI->generaltexth->zelp[381], std::bind(&CBattleInterface::bOptionsf,this), SDLK_o);
  194. bSurrender = new CButton (Point( 54, 561), "icm001.def", CGI->generaltexth->zelp[379], std::bind(&CBattleInterface::bSurrenderf,this), SDLK_s);
  195. bFlee = new CButton (Point(105, 561), "icm002.def", CGI->generaltexth->zelp[380], std::bind(&CBattleInterface::bFleef,this), SDLK_r);
  196. bAutofight = new CButton (Point(157, 561), "icm004.def", CGI->generaltexth->zelp[382], std::bind(&CBattleInterface::bAutofightf,this), SDLK_a);
  197. bSpell = new CButton (Point(645, 561), "icm005.def", CGI->generaltexth->zelp[385], std::bind(&CBattleInterface::bSpellf,this), SDLK_c);
  198. bWait = new CButton (Point(696, 561), "icm006.def", CGI->generaltexth->zelp[386], std::bind(&CBattleInterface::bWaitf,this), SDLK_w);
  199. bDefence = new CButton (Point(747, 561), "icm007.def", CGI->generaltexth->zelp[387], std::bind(&CBattleInterface::bDefencef,this), SDLK_d);
  200. bDefence->assignedKeys.insert(SDLK_SPACE);
  201. bConsoleUp = new CButton (Point(624, 561), "ComSlide.def", std::make_pair("", ""), std::bind(&CBattleInterface::bConsoleUpf,this), SDLK_UP);
  202. bConsoleDown = new CButton (Point(624, 580), "ComSlide.def", std::make_pair("", ""), std::bind(&CBattleInterface::bConsoleDownf,this), SDLK_DOWN);
  203. bConsoleDown->setImageOrder(2, 3, 4, 5);
  204. console = new CBattleConsole();
  205. console->pos.x += 211;
  206. console->pos.y += 560;
  207. console->pos.w = 406;
  208. console->pos.h = 38;
  209. if(tacticsMode)
  210. {
  211. btactNext = new CButton(Point(213, 560), "icm011.def", std::make_pair("", ""), [&]{ bTacticNextStack(nullptr);}, SDLK_SPACE);
  212. btactEnd = new CButton(Point(419, 560), "icm012.def", std::make_pair("", ""), [&]{ bEndTacticPhase();}, SDLK_RETURN);
  213. menu = BitmapHandler::loadBitmap("COPLACBR.BMP");
  214. }
  215. else
  216. {
  217. menu = BitmapHandler::loadBitmap("CBAR.BMP");
  218. btactEnd = btactNext = nullptr;
  219. }
  220. graphics->blueToPlayersAdv(menu, curInt->playerID);
  221. //loading hero animations
  222. if(hero1) // attacking hero
  223. {
  224. std::string battleImage;
  225. if ( hero1->sex )
  226. battleImage = hero1->type->heroClass->imageBattleFemale;
  227. else
  228. battleImage = hero1->type->heroClass->imageBattleMale;
  229. attackingHero = new CBattleHero(battleImage, false, hero1->tempOwner, hero1->tempOwner == curInt->playerID ? hero1 : nullptr, this);
  230. attackingHero->pos = genRect(attackingHero->dh->ourImages[0].bitmap->h, attackingHero->dh->ourImages[0].bitmap->w, pos.x - 43, pos.y - 19);
  231. }
  232. else
  233. {
  234. attackingHero = nullptr;
  235. }
  236. if(hero2) // defending hero
  237. {
  238. std::string battleImage;
  239. if ( hero2->sex )
  240. battleImage = hero2->type->heroClass->imageBattleFemale;
  241. else
  242. battleImage = hero2->type->heroClass->imageBattleMale;
  243. defendingHero = new CBattleHero(battleImage, true, hero2->tempOwner, hero2->tempOwner == curInt->playerID ? hero2 : nullptr, this);
  244. defendingHero->pos = genRect(defendingHero->dh->ourImages[0].bitmap->h, defendingHero->dh->ourImages[0].bitmap->w, pos.x + 693, pos.y - 19);
  245. }
  246. else
  247. {
  248. defendingHero = nullptr;
  249. }
  250. //preparing cells and hexes
  251. cellBorder = BitmapHandler::loadBitmap("CCELLGRD.BMP");
  252. CSDL_Ext::alphaTransform(cellBorder);
  253. cellShade = BitmapHandler::loadBitmap("CCELLSHD.BMP");
  254. CSDL_Ext::alphaTransform(cellShade);
  255. for(int h = 0; h < GameConstants::BFIELD_SIZE; ++h)
  256. {
  257. auto hex = new CClickableHex();
  258. hex->myNumber = h;
  259. hex->pos = hexPosition(h);
  260. hex->accessible = true;
  261. hex->myInterface = this;
  262. bfield.push_back(hex);
  263. }
  264. //locking occupied positions on batlefield
  265. for(const CStack *s : stacks) //stacks gained at top of this function
  266. if(s->position >= 0) //turrets have position < 0
  267. bfield[s->position]->accessible = false;
  268. //loading projectiles for units
  269. for(const CStack *s : stacks)
  270. {
  271. if(s->getCreature()->isShooting())
  272. {
  273. CDefHandler *&projectile = idToProjectile[s->getCreature()->idNumber];
  274. const CCreature * creature;//creature whose shots should be loaded
  275. if (s->getCreature()->idNumber == CreatureID::ARROW_TOWERS)
  276. creature = CGI->creh->creatures[siegeH->town->town->clientInfo.siegeShooter];
  277. else
  278. creature = s->getCreature();
  279. projectile = CDefHandler::giveDef(creature->animation.projectileImageName);
  280. for(auto & elem : projectile->ourImages) //alpha transforming
  281. {
  282. CSDL_Ext::alphaTransform(elem.bitmap);
  283. }
  284. }
  285. }
  286. //preparing graphic with cell borders
  287. cellBorders = CSDL_Ext::newSurface(background->w, background->h, cellBorder);
  288. //copying palette
  289. for(int g=0; g<cellBorder->format->palette->ncolors; ++g) //we assume that cellBorders->format->palette->ncolors == 256
  290. {
  291. cellBorders->format->palette->colors[g] = cellBorder->format->palette->colors[g];
  292. }
  293. //palette copied
  294. for(int i=0; i<GameConstants::BFIELD_HEIGHT; ++i) //rows
  295. {
  296. for(int j=0; j<GameConstants::BFIELD_WIDTH-2; ++j) //columns
  297. {
  298. int x = 58 + (i%2==0 ? 22 : 0) + 44*j;
  299. int y = 86 + 42 * i;
  300. for(int cellX = 0; cellX < cellBorder->w; ++cellX)
  301. {
  302. for(int cellY = 0; cellY < cellBorder->h; ++cellY)
  303. {
  304. if(y+cellY < cellBorders->h && x+cellX < cellBorders->w)
  305. * ((Uint8*)cellBorders->pixels + (y+cellY) * cellBorders->pitch + (x+cellX)) |= * ((Uint8*)cellBorder->pixels + cellY * cellBorder->pitch + cellX);
  306. }
  307. }
  308. }
  309. }
  310. backgroundWithHexes = CSDL_Ext::newSurface(background->w, background->h, screen);
  311. //preparing obstacle defs
  312. auto obst = curInt->cb->battleGetAllObstacles();
  313. for(auto & elem : obst)
  314. {
  315. const int ID = elem->ID;
  316. if(elem->obstacleType == CObstacleInstance::USUAL)
  317. {
  318. idToObstacle[ID] = CDefHandler::giveDef(elem->getInfo().defName);
  319. for(auto & _n : idToObstacle[ID]->ourImages)
  320. {
  321. CSDL_Ext::setDefaultColorKey(_n.bitmap);
  322. }
  323. }
  324. else if(elem->obstacleType == CObstacleInstance::ABSOLUTE_OBSTACLE)
  325. {
  326. idToAbsoluteObstacle[ID] = BitmapHandler::loadBitmap(elem->getInfo().defName);
  327. }
  328. }
  329. quicksand = CDefHandler::giveDef("C17SPE1.DEF");
  330. landMine = CDefHandler::giveDef("C09SPF1.DEF");
  331. fireWall = CDefHandler::giveDef("C07SPF61");
  332. bigForceField[0] = CDefHandler::giveDef("C15SPE10.DEF");
  333. bigForceField[1] = CDefHandler::giveDef("C15SPE7.DEF");
  334. smallForceField[0] = CDefHandler::giveDef("C15SPE1.DEF");
  335. smallForceField[1] = CDefHandler::giveDef("C15SPE4.DEF");
  336. for(auto hex : bfield)
  337. addChild(hex);
  338. if(tacticsMode)
  339. bTacticNextStack();
  340. CCS->musich->stopMusic();
  341. int channel = CCS->soundh->playSoundFromSet(CCS->soundh->battleIntroSounds);
  342. auto onIntroPlayed = []()
  343. {
  344. if (LOCPLINT->battleInt)
  345. CCS->musich->playMusicFromSet("battle", true);
  346. };
  347. CCS->soundh->setCallback(channel, onIntroPlayed);
  348. memset(stackCountOutsideHexes, 1, GameConstants::BFIELD_SIZE * sizeof(bool)); //initialize array with trues
  349. currentAction = INVALID;
  350. selectedAction = INVALID;
  351. addUsedEvents(RCLICK | MOVE | KEYBOARD);
  352. }
  353. CBattleInterface::~CBattleInterface()
  354. {
  355. curInt->battleInt = nullptr;
  356. givenCommand->cond.notify_all(); //that two lines should make any activeStack waiting thread to finish
  357. if (active) //dirty fix for #485
  358. {
  359. deactivate();
  360. }
  361. SDL_FreeSurface(background);
  362. SDL_FreeSurface(menu);
  363. SDL_FreeSurface(amountNormal);
  364. SDL_FreeSurface(amountNegative);
  365. SDL_FreeSurface(amountPositive);
  366. SDL_FreeSurface(amountEffNeutral);
  367. SDL_FreeSurface(cellBorders);
  368. SDL_FreeSurface(backgroundWithHexes);
  369. delete bOptions;
  370. delete bSurrender;
  371. delete bFlee;
  372. delete bAutofight;
  373. delete bSpell;
  374. delete bWait;
  375. delete bDefence;
  376. for(auto hex : bfield)
  377. delete hex;
  378. delete bConsoleUp;
  379. delete bConsoleDown;
  380. delete console;
  381. delete givenCommand;
  382. delete attackingHero;
  383. delete defendingHero;
  384. delete queue;
  385. SDL_FreeSurface(cellBorder);
  386. SDL_FreeSurface(cellShade);
  387. for(auto & elem : creAnims)
  388. delete elem.second;
  389. for(auto & elem : idToProjectile)
  390. delete elem.second;
  391. for(auto & elem : idToObstacle)
  392. delete elem.second;
  393. delete quicksand;
  394. delete landMine;
  395. delete fireWall;
  396. delete smallForceField[0];
  397. delete smallForceField[1];
  398. delete bigForceField[0];
  399. delete bigForceField[1];
  400. delete siegeH;
  401. //TODO: play AI tracks if battle was during AI turn
  402. //if (!curInt->makingTurn)
  403. //CCS->musich->playMusicFromSet(CCS->musich->aiMusics, -1);
  404. if(adventureInt && adventureInt->selection)
  405. {
  406. int terrain = LOCPLINT->cb->getTile(adventureInt->selection->visitablePos())->terType;
  407. CCS->musich->playMusicFromSet("terrain", terrain, true);
  408. }
  409. }
  410. void CBattleInterface::setPrintCellBorders(bool set)
  411. {
  412. Settings cellBorders = settings.write["battle"]["cellBorders"];
  413. cellBorders->Bool() = set;
  414. redrawBackgroundWithHexes(activeStack);
  415. GH.totalRedraw();
  416. }
  417. void CBattleInterface::setPrintStackRange(bool set)
  418. {
  419. Settings stackRange = settings.write["battle"]["stackRange"];
  420. stackRange->Bool() = set;
  421. redrawBackgroundWithHexes(activeStack);
  422. GH.totalRedraw();
  423. }
  424. void CBattleInterface::setPrintMouseShadow(bool set)
  425. {
  426. Settings shadow = settings.write["battle"]["mouseShadow"];
  427. shadow->Bool() = set;
  428. }
  429. void CBattleInterface::activate()
  430. {
  431. if(curInt->isAutoFightOn)
  432. {
  433. bAutofight->activate();
  434. return;
  435. }
  436. CIntObject::activate();
  437. bOptions->activate();
  438. bSurrender->activate();
  439. bFlee->activate();
  440. bAutofight->activate();
  441. bSpell->activate();
  442. bWait->activate();
  443. bDefence->activate();
  444. for(auto hex : bfield)
  445. hex->activate();
  446. if(attackingHero)
  447. attackingHero->activate();
  448. if(defendingHero)
  449. defendingHero->activate();
  450. if(settings["battle"]["showQueue"].Bool())
  451. queue->activate();
  452. if(tacticsMode)
  453. {
  454. btactNext->activate();
  455. btactEnd->activate();
  456. }
  457. else
  458. {
  459. bConsoleUp->activate();
  460. bConsoleDown->activate();
  461. }
  462. LOCPLINT->cingconsole->activate();
  463. }
  464. void CBattleInterface::deactivate()
  465. {
  466. CIntObject::deactivate();
  467. bOptions->deactivate();
  468. bSurrender->deactivate();
  469. bFlee->deactivate();
  470. bAutofight->deactivate();
  471. bSpell->deactivate();
  472. bWait->deactivate();
  473. bDefence->deactivate();
  474. for(auto hex : bfield)
  475. hex->deactivate();
  476. if(attackingHero)
  477. attackingHero->deactivate();
  478. if(defendingHero)
  479. defendingHero->deactivate();
  480. if(settings["battle"]["showQueue"].Bool())
  481. queue->deactivate();
  482. if(tacticsMode)
  483. {
  484. btactNext->deactivate();
  485. btactEnd->deactivate();
  486. }
  487. else
  488. {
  489. bConsoleUp->deactivate();
  490. bConsoleDown->deactivate();
  491. }
  492. LOCPLINT->cingconsole->deactivate();
  493. }
  494. void CBattleInterface::keyPressed(const SDL_KeyboardEvent & key)
  495. {
  496. if(key.keysym.sym == SDLK_q && key.state == SDL_PRESSED)
  497. {
  498. if(settings["battle"]["showQueue"].Bool()) //hide queue
  499. hideQueue();
  500. else
  501. showQueue();
  502. }
  503. else if(key.keysym.sym == SDLK_ESCAPE && spellDestSelectMode)
  504. {
  505. endCastingSpell();
  506. }
  507. }
  508. void CBattleInterface::mouseMoved(const SDL_MouseMotionEvent &sEvent)
  509. {
  510. auto hexItr = std::find_if(bfield.begin(), bfield.end(), [](const CClickableHex *hex)
  511. {
  512. return hex->hovered && hex->strictHovered;
  513. });
  514. handleHex(hexItr == bfield.end() ? -1 : (*hexItr)->myNumber, MOVE);
  515. }
  516. void CBattleInterface::setBattleCursor(const int myNumber)
  517. {
  518. const CClickableHex & hoveredHex = *bfield[myNumber];
  519. CCursorHandler *cursor = CCS->curh;
  520. const double subdividingAngle = 2.0*M_PI/6.0; // Divide a hex into six sectors.
  521. const double hexMidX = hoveredHex.pos.x + hoveredHex.pos.w/2;
  522. const double hexMidY = hoveredHex.pos.y + hoveredHex.pos.h/2;
  523. const double cursorHexAngle = M_PI - atan2(hexMidY - cursor->ypos, cursor->xpos - hexMidX) + subdividingAngle/2; //TODO: refactor this nightmare
  524. const double sector = fmod(cursorHexAngle/subdividingAngle, 6.0);
  525. const int zigzagCorrection = !((myNumber/GameConstants::BFIELD_WIDTH)%2); // Off-by-one correction needed to deal with the odd battlefield rows.
  526. std::vector<int> sectorCursor; // From left to bottom left.
  527. sectorCursor.push_back(8);
  528. sectorCursor.push_back(9);
  529. sectorCursor.push_back(10);
  530. sectorCursor.push_back(11);
  531. sectorCursor.push_back(12);
  532. sectorCursor.push_back(7);
  533. const bool doubleWide = activeStack->doubleWide();
  534. bool aboveAttackable = true, belowAttackable = true;
  535. // Exclude directions which cannot be attacked from.
  536. // Check to the left.
  537. if (myNumber%GameConstants::BFIELD_WIDTH <= 1 || !vstd::contains(occupyableHexes, myNumber - 1))
  538. {
  539. sectorCursor[0] = -1;
  540. }
  541. // Check top left, top right as well as above for 2-hex creatures.
  542. if (myNumber/GameConstants::BFIELD_WIDTH == 0)
  543. {
  544. sectorCursor[1] = -1;
  545. sectorCursor[2] = -1;
  546. aboveAttackable = false;
  547. }
  548. else
  549. {
  550. if (doubleWide)
  551. {
  552. bool attackRow[4] = {true, true, true, true};
  553. if (myNumber%GameConstants::BFIELD_WIDTH <= 1 || !vstd::contains(occupyableHexes, myNumber - GameConstants::BFIELD_WIDTH - 2 + zigzagCorrection))
  554. attackRow[0] = false;
  555. if (!vstd::contains(occupyableHexes, myNumber - GameConstants::BFIELD_WIDTH - 1 + zigzagCorrection))
  556. attackRow[1] = false;
  557. if (!vstd::contains(occupyableHexes, myNumber - GameConstants::BFIELD_WIDTH + zigzagCorrection))
  558. attackRow[2] = false;
  559. if (myNumber%GameConstants::BFIELD_WIDTH >= GameConstants::BFIELD_WIDTH - 2 || !vstd::contains(occupyableHexes, myNumber - GameConstants::BFIELD_WIDTH + 1 + zigzagCorrection))
  560. attackRow[3] = false;
  561. if (!(attackRow[0] && attackRow[1]))
  562. sectorCursor[1] = -1;
  563. if (!(attackRow[1] && attackRow[2]))
  564. aboveAttackable = false;
  565. if (!(attackRow[2] && attackRow[3]))
  566. sectorCursor[2] = -1;
  567. }
  568. else
  569. {
  570. if (!vstd::contains(occupyableHexes, myNumber - GameConstants::BFIELD_WIDTH - 1 + zigzagCorrection))
  571. sectorCursor[1] = -1;
  572. if (!vstd::contains(occupyableHexes, myNumber - GameConstants::BFIELD_WIDTH + zigzagCorrection))
  573. sectorCursor[2] = -1;
  574. }
  575. }
  576. // Check to the right.
  577. if (myNumber%GameConstants::BFIELD_WIDTH >= GameConstants::BFIELD_WIDTH - 2 || !vstd::contains(occupyableHexes, myNumber + 1))
  578. {
  579. sectorCursor[3] = -1;
  580. }
  581. // Check bottom right, bottom left as well as below for 2-hex creatures.
  582. if (myNumber/GameConstants::BFIELD_WIDTH == GameConstants::BFIELD_HEIGHT - 1)
  583. {
  584. sectorCursor[4] = -1;
  585. sectorCursor[5] = -1;
  586. belowAttackable = false;
  587. }
  588. else
  589. {
  590. if (doubleWide)
  591. {
  592. bool attackRow[4] = {true, true, true, true};
  593. if (myNumber%GameConstants::BFIELD_WIDTH <= 1 || !vstd::contains(occupyableHexes, myNumber + GameConstants::BFIELD_WIDTH - 2 + zigzagCorrection))
  594. attackRow[0] = false;
  595. if (!vstd::contains(occupyableHexes, myNumber + GameConstants::BFIELD_WIDTH - 1 + zigzagCorrection))
  596. attackRow[1] = false;
  597. if (!vstd::contains(occupyableHexes, myNumber + GameConstants::BFIELD_WIDTH + zigzagCorrection))
  598. attackRow[2] = false;
  599. if (myNumber%GameConstants::BFIELD_WIDTH >= GameConstants::BFIELD_WIDTH - 2 || !vstd::contains(occupyableHexes, myNumber + GameConstants::BFIELD_WIDTH + 1 + zigzagCorrection))
  600. attackRow[3] = false;
  601. if (!(attackRow[0] && attackRow[1]))
  602. sectorCursor[5] = -1;
  603. if (!(attackRow[1] && attackRow[2]))
  604. belowAttackable = false;
  605. if (!(attackRow[2] && attackRow[3]))
  606. sectorCursor[4] = -1;
  607. }
  608. else
  609. {
  610. if (!vstd::contains(occupyableHexes, myNumber + GameConstants::BFIELD_WIDTH + zigzagCorrection))
  611. sectorCursor[4] = -1;
  612. if (!vstd::contains(occupyableHexes, myNumber + GameConstants::BFIELD_WIDTH - 1 + zigzagCorrection))
  613. sectorCursor[5] = -1;
  614. }
  615. }
  616. // Determine index from sector.
  617. int cursorIndex;
  618. if (doubleWide)
  619. {
  620. sectorCursor.insert(sectorCursor.begin() + 5, belowAttackable ? 13 : -1);
  621. sectorCursor.insert(sectorCursor.begin() + 2, aboveAttackable ? 14 : -1);
  622. if (sector < 1.5)
  623. cursorIndex = sector;
  624. else if (sector >= 1.5 && sector < 2.5)
  625. cursorIndex = 2;
  626. else if (sector >= 2.5 && sector < 4.5)
  627. cursorIndex = (int) sector + 1;
  628. else if (sector >= 4.5 && sector < 5.5)
  629. cursorIndex = 6;
  630. else
  631. cursorIndex = (int) sector + 2;
  632. }
  633. else
  634. {
  635. cursorIndex = sector;
  636. }
  637. // Generally should NEVER happen, but to avoid the possibility of having endless loop below... [#1016]
  638. if(!vstd::contains_if(sectorCursor, [](int sc) { return sc != -1; }))
  639. {
  640. logGlobal->errorStream() << "Error: for hex " << myNumber << " cannot find a hex to attack from!";
  641. attackingHex = -1;
  642. return;
  643. }
  644. // Find the closest direction attackable, starting with the right one.
  645. // FIXME: Is this really how the original H3 client does it?
  646. int i = 0;
  647. while (sectorCursor[(cursorIndex + i)%sectorCursor.size()] == -1) //Why hast thou forsaken me?
  648. i = i <= 0 ? 1 - i : -i; // 0, 1, -1, 2, -2, 3, -3 etc..
  649. int index = (cursorIndex + i)%sectorCursor.size(); //hopefully we get elements from sectorCursor
  650. cursor->changeGraphic(ECursor::COMBAT, sectorCursor[index]);
  651. switch (index)
  652. {
  653. case 0:
  654. attackingHex = myNumber - 1; //left
  655. break;
  656. case 1:
  657. attackingHex = myNumber - GameConstants::BFIELD_WIDTH - 1 + zigzagCorrection; //top left
  658. break;
  659. case 2:
  660. attackingHex = myNumber - GameConstants::BFIELD_WIDTH + zigzagCorrection; //top right
  661. break;
  662. case 3:
  663. attackingHex = myNumber + 1; //right
  664. break;
  665. case 4:
  666. attackingHex = myNumber + GameConstants::BFIELD_WIDTH + zigzagCorrection; //bottom right
  667. break;
  668. case 5:
  669. attackingHex = myNumber + GameConstants::BFIELD_WIDTH - 1 + zigzagCorrection; //bottom left
  670. break;
  671. }
  672. BattleHex hex(attackingHex);
  673. if (!hex.isValid())
  674. attackingHex = -1;
  675. }
  676. void CBattleInterface::clickRight(tribool down, bool previousState)
  677. {
  678. if(!down && spellDestSelectMode)
  679. {
  680. endCastingSpell();
  681. }
  682. }
  683. void CBattleInterface::bOptionsf()
  684. {
  685. if(spellDestSelectMode) //we are casting a spell
  686. return;
  687. CCS->curh->changeGraphic(ECursor::ADVENTURE,0);
  688. Rect tempRect = genRect(431, 481, 160, 84);
  689. tempRect += pos.topLeft();
  690. auto optionsWin = new CBattleOptionsWindow(tempRect, this);
  691. GH.pushInt(optionsWin);
  692. }
  693. void CBattleInterface::bSurrenderf()
  694. {
  695. if(spellDestSelectMode) //we are casting a spell
  696. return;
  697. int cost = curInt->cb->battleGetSurrenderCost();
  698. if(cost >= 0)
  699. {
  700. std::string enemyHeroName = curInt->cb->battleGetEnemyHero().name;
  701. if(enemyHeroName.empty())
  702. enemyHeroName = "#ENEMY#"; //TODO: should surrendering without enemy hero be enabled?
  703. 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."
  704. curInt->showYesNoDialog(surrenderMessage, [this]{ reallySurrender(); }, 0, false);
  705. }
  706. }
  707. void CBattleInterface::bFleef()
  708. {
  709. if(spellDestSelectMode) //we are casting a spell
  710. return;
  711. if( curInt->cb->battleCanFlee() )
  712. {
  713. CFunctionList<void()> ony = std::bind(&CBattleInterface::reallyFlee,this);
  714. curInt->showYesNoDialog(CGI->generaltexth->allTexts[28], ony, 0, false); //Are you sure you want to retreat?
  715. }
  716. else
  717. {
  718. std::vector<CComponent*> comps;
  719. std::string heroName;
  720. //calculating fleeing hero's name
  721. if(attackingHeroInstance)
  722. if(attackingHeroInstance->tempOwner == curInt->cb->getMyColor())
  723. heroName = attackingHeroInstance->name;
  724. if(defendingHeroInstance)
  725. if(defendingHeroInstance->tempOwner == curInt->cb->getMyColor())
  726. heroName = defendingHeroInstance->name;
  727. //calculating text
  728. auto txt = boost::format(CGI->generaltexth->allTexts[340]) % heroName; //The Shackles of War are present. %s can not retreat!
  729. //printing message
  730. curInt->showInfoDialog(boost::to_string(txt), comps);
  731. }
  732. }
  733. void CBattleInterface::reallyFlee()
  734. {
  735. giveCommand(Battle::RETREAT,0,0);
  736. CCS->curh->changeGraphic(ECursor::ADVENTURE, 0);
  737. }
  738. void CBattleInterface::reallySurrender()
  739. {
  740. if(curInt->cb->getResourceAmount(Res::GOLD) < curInt->cb->battleGetSurrenderCost())
  741. {
  742. curInt->showInfoDialog(CGI->generaltexth->allTexts[29]); //You don't have enough gold!
  743. }
  744. else
  745. {
  746. giveCommand(Battle::SURRENDER,0,0);
  747. CCS->curh->changeGraphic(ECursor::ADVENTURE, 0);
  748. }
  749. }
  750. void CBattleInterface::bAutofightf()
  751. {
  752. if(spellDestSelectMode) //we are casting a spell
  753. return;
  754. //Stop auto-fight mode
  755. if(curInt->isAutoFightOn)
  756. {
  757. assert(curInt->autofightingAI);
  758. curInt->isAutoFightOn = false;
  759. logGlobal->traceStream() << "Stopping the autofight...";
  760. }
  761. else
  762. {
  763. curInt->isAutoFightOn = true;
  764. blockUI(true);
  765. auto ai = CDynLibHandler::getNewBattleAI(settings["server"]["neutralAI"].String());
  766. ai->init(curInt->cb);
  767. ai->battleStart(army1, army2, int3(0,0,0), attackingHeroInstance, defendingHeroInstance, curInt->cb->battleGetMySide());
  768. curInt->autofightingAI = ai;
  769. curInt->cb->registerBattleInterface(ai);
  770. requestAutofightingAIToTakeAction();
  771. }
  772. }
  773. void CBattleInterface::bSpellf()
  774. {
  775. if(spellDestSelectMode) //we are casting a spell
  776. return;
  777. CCS->curh->changeGraphic(ECursor::ADVENTURE,0);
  778. if(!myTurn)
  779. return;
  780. auto myHero = currentHero();
  781. ESpellCastProblem::ESpellCastProblem spellCastProblem;
  782. if (curInt->cb->battleCanCastSpell(&spellCastProblem))
  783. {
  784. auto spellWindow = new CSpellWindow(genRect(595, 620, (screen->w - 620)/2, (screen->h - 595)/2), myHero, curInt.get());
  785. GH.pushInt(spellWindow);
  786. }
  787. else if(spellCastProblem == ESpellCastProblem::MAGIC_IS_BLOCKED)
  788. {
  789. //Handle Orb of Inhibition-like effects -> we want to display dialog with info, why casting is impossible
  790. auto blockingBonus = currentHero()->getBonusLocalFirst(Selector::type(Bonus::BLOCK_ALL_MAGIC));
  791. if(!blockingBonus)
  792. return;;
  793. if(blockingBonus->source == Bonus::ARTIFACT)
  794. {
  795. const int artID = blockingBonus->sid;
  796. //If we have artifact, put name of our hero. Otherwise assume it's the enemy.
  797. //TODO check who *really* is source of bonus
  798. std::string heroName = myHero->hasArt(artID) ? myHero->name : enemyHero().name;
  799. //%s wields the %s, an ancient artifact which creates a p dead to all magic.
  800. LOCPLINT->showInfoDialog(boost::str(boost::format(CGI->generaltexth->allTexts[683])
  801. % heroName % CGI->arth->artifacts[artID]->Name()));
  802. }
  803. }
  804. }
  805. void CBattleInterface::bWaitf()
  806. {
  807. if(spellDestSelectMode) //we are casting a spell
  808. return;
  809. if(activeStack != nullptr)
  810. giveCommand(Battle::WAIT,0,activeStack->ID);
  811. }
  812. void CBattleInterface::bDefencef()
  813. {
  814. if(spellDestSelectMode) //we are casting a spell
  815. return;
  816. if(activeStack != nullptr)
  817. giveCommand(Battle::DEFEND,0,activeStack->ID);
  818. }
  819. void CBattleInterface::bConsoleUpf()
  820. {
  821. if(spellDestSelectMode) //we are casting a spell
  822. return;
  823. console->scrollUp();
  824. }
  825. void CBattleInterface::bConsoleDownf()
  826. {
  827. if(spellDestSelectMode) //we are casting a spell
  828. return;
  829. console->scrollDown();
  830. }
  831. void CBattleInterface::newStack(const CStack * stack)
  832. {
  833. creDir[stack->ID] = stack->attackerOwned; // must be set before getting stack position
  834. Point coords = CClickableHex::getXYUnitAnim(stack->position, stack, this);
  835. if(stack->position < 0) //turret
  836. {
  837. const CCreature * turretCreature = CGI->creh->creatures[siegeH->town->town->clientInfo.siegeShooter];
  838. creAnims[stack->ID] = AnimationControls::getAnimation(turretCreature);
  839. // Turret positions are read out of the config/wall_pos.txt
  840. int posID = 0;
  841. switch (stack->position)
  842. {
  843. case -2: // keep creature
  844. posID = 18;
  845. break;
  846. case -3: // bottom creature
  847. posID = 19;
  848. break;
  849. case -4: // upper creature
  850. posID = 20;
  851. break;
  852. }
  853. if (posID != 0)
  854. {
  855. coords.x = siegeH->town->town->clientInfo.siegePositions[posID].x + this->pos.x;
  856. coords.y = siegeH->town->town->clientInfo.siegePositions[posID].y + this->pos.y;
  857. }
  858. creAnims[stack->ID]->pos.h = 225;
  859. }
  860. else
  861. {
  862. creAnims[stack->ID] = AnimationControls::getAnimation(stack->getCreature());
  863. creAnims[stack->ID]->onAnimationReset += std::bind(&onAnimationFinished, stack, creAnims[stack->ID]);
  864. creAnims[stack->ID]->pos.h = creAnims[stack->ID]->getHeight();
  865. }
  866. creAnims[stack->ID]->pos.x = coords.x;
  867. creAnims[stack->ID]->pos.y = coords.y;
  868. creAnims[stack->ID]->pos.w = creAnims[stack->ID]->getWidth();
  869. creAnims[stack->ID]->setType(CCreatureAnim::HOLDING);
  870. }
  871. void CBattleInterface::stackRemoved(int stackID)
  872. {
  873. delete creAnims[stackID];
  874. creAnims.erase(stackID);
  875. creDir.erase(stackID);
  876. //FIXME: what if currently removed stack is active one (Sacrifice)?
  877. redrawBackgroundWithHexes(activeStack);
  878. queue->update();
  879. }
  880. void CBattleInterface::stackActivated(const CStack * stack) //TODO: check it all before game state is changed due to abilities
  881. {
  882. //givenCommand = nullptr;
  883. stackToActivate = stack;
  884. waitForAnims();
  885. //if(pendingAnims.size() == 0)
  886. if(stackToActivate) //during waiting stack may have gotten activated through show
  887. activateStack();
  888. }
  889. void CBattleInterface::stackMoved(const CStack * stack, std::vector<BattleHex> destHex, int distance)
  890. {
  891. addNewAnim(new CMovementAnimation(this, stack, destHex, distance));
  892. waitForAnims();
  893. }
  894. void CBattleInterface::stacksAreAttacked(std::vector<StackAttackedInfo> attackedInfos)
  895. {
  896. for (auto & attackedInfo : attackedInfos)
  897. {
  898. //if (!attackedInfo.cloneKilled) //FIXME: play dead animation for cloned creature before it vanishes
  899. addNewAnim(new CDefenceAnimation(attackedInfo, this));
  900. if (attackedInfo.rebirth)
  901. {
  902. displayEffect(50, attackedInfo.defender->position); //TODO: play reverse death animation
  903. CCS->soundh->playSound(soundBase::RESURECT);
  904. }
  905. }
  906. waitForAnims();
  907. int targets = 0, killed = 0, damage = 0;
  908. for(auto & attackedInfo : attackedInfos)
  909. {
  910. ++targets;
  911. killed += attackedInfo.amountKilled;
  912. damage += attackedInfo.dmg;
  913. }
  914. for(auto & attackedInfo : attackedInfos)
  915. {
  916. if (attackedInfo.rebirth)
  917. creAnims[attackedInfo.defender->ID]->setType(CCreatureAnim::HOLDING);
  918. if (attackedInfo.cloneKilled)
  919. stackRemoved(attackedInfo.defender->ID);
  920. }
  921. /* if (attackedInfos.front().cloneKilled) //FIXME: cloned stack is already removed
  922. return;*/
  923. if (targets > 1)
  924. printConsoleAttacked(attackedInfos.front().defender, damage, killed, attackedInfos.front().attacker, true); //creatures perish
  925. else
  926. printConsoleAttacked(attackedInfos.front().defender, damage, killed, attackedInfos.front().attacker, false);
  927. }
  928. void CBattleInterface::stackAttacking( const CStack * attacker, BattleHex dest, const CStack * attacked, bool shooting )
  929. {
  930. if (shooting)
  931. {
  932. addNewAnim(new CShootingAnimation(this, attacker, dest, attacked));
  933. }
  934. else
  935. {
  936. addNewAnim(new CMeleeAttackAnimation(this, attacker, dest, attacked));
  937. }
  938. //waitForAnims();
  939. }
  940. void CBattleInterface::newRoundFirst( int round )
  941. {
  942. waitForAnims();
  943. }
  944. void CBattleInterface::newRound(int number)
  945. {
  946. console->addText(CGI->generaltexth->allTexts[412]);
  947. //unlock spellbook
  948. //bSpell->block(!curInt->cb->battleCanCastSpell());
  949. //don't unlock spellbook - this should be done when we have axctive creature
  950. }
  951. void CBattleInterface::giveCommand(Battle::ActionType action, BattleHex tile, ui32 stackID, si32 additional, si32 selected)
  952. {
  953. const CStack *stack = curInt->cb->battleGetStackByID(stackID);
  954. if(!stack && action != Battle::HERO_SPELL && action != Battle::RETREAT && action != Battle::SURRENDER)
  955. {
  956. return;
  957. }
  958. if(stack && stack != activeStack)
  959. logGlobal->warnStream() << "Warning: giving an order to a non-active stack?";
  960. auto ba = new BattleAction(); //is deleted in CPlayerInterface::activeStack()
  961. ba->side = defendingHeroInstance ? (curInt->playerID == defendingHeroInstance->tempOwner) : false;
  962. ba->actionType = action;
  963. ba->destinationTile = tile;
  964. ba->stackNumber = stackID;
  965. ba->additionalInfo = additional;
  966. ba->selectedStack = selected;
  967. //some basic validations
  968. switch(action)
  969. {
  970. case Battle::WALK_AND_ATTACK:
  971. assert(curInt->cb->battleGetStackByPos(additional)); //stack to attack must exist
  972. case Battle::WALK:
  973. case Battle::SHOOT:
  974. case Battle::CATAPULT:
  975. assert(tile < GameConstants::BFIELD_SIZE);
  976. break;
  977. }
  978. if(!tacticsMode)
  979. {
  980. logGlobal->traceStream() << "Setting command for " << (stack ? stack->nodeName() : "hero");
  981. myTurn = false;
  982. setActiveStack(nullptr);
  983. givenCommand->setn(ba);
  984. }
  985. else
  986. {
  987. curInt->cb->battleMakeTacticAction(ba);
  988. vstd::clear_pointer(ba);
  989. setActiveStack(nullptr);
  990. //next stack will be activated when action ends
  991. }
  992. }
  993. bool CBattleInterface::isTileAttackable(const BattleHex & number) const
  994. {
  995. for(auto & elem : occupyableHexes)
  996. {
  997. if(BattleHex::mutualPosition(elem, number) != -1 || elem == number)
  998. return true;
  999. }
  1000. return false;
  1001. }
  1002. bool CBattleInterface::isCatapultAttackable(BattleHex hex) const
  1003. {
  1004. if(!siegeH || tacticsMode) return false;
  1005. auto wallPart = curInt->cb->battleHexToWallPart(hex);
  1006. if(!curInt->cb->isWallPartPotentiallyAttackable(wallPart)) return false;
  1007. auto state = curInt->cb->battleGetWallState(static_cast<int>(wallPart));
  1008. return state != EWallState::DESTROYED && state != EWallState::NONE;
  1009. }
  1010. const CGHeroInstance * CBattleInterface::getActiveHero()
  1011. {
  1012. const CStack * attacker = activeStack;
  1013. if (!attacker)
  1014. {
  1015. return nullptr;
  1016. }
  1017. if (attacker->attackerOwned)
  1018. {
  1019. return attackingHeroInstance;
  1020. }
  1021. return defendingHeroInstance;
  1022. }
  1023. void CBattleInterface::hexLclicked(int whichOne)
  1024. {
  1025. handleHex(whichOne, LCLICK);
  1026. }
  1027. void CBattleInterface::stackIsCatapulting(const CatapultAttack & ca)
  1028. {
  1029. if(ca.attacker != -1)
  1030. {
  1031. const CStack * stack = curInt->cb->battleGetStackByID(ca.attacker);
  1032. for(auto attackInfo : ca.attackedParts)
  1033. {
  1034. addNewAnim(new CShootingAnimation(this, stack, attackInfo.destinationTile, nullptr, true, attackInfo.damageDealt));
  1035. }
  1036. }
  1037. else
  1038. {
  1039. //no attacker stack, assume spell-related (earthquake) - only hit animation
  1040. for(auto attackInfo : ca.attackedParts)
  1041. {
  1042. Point destPos = CClickableHex::getXYUnitAnim(attackInfo.destinationTile, nullptr, this) + Point(99, 120);
  1043. addNewAnim(new CSpellEffectAnimation(this, "SGEXPL.DEF", destPos.x, destPos.y));
  1044. }
  1045. }
  1046. waitForAnims();
  1047. for(auto attackInfo : ca.attackedParts)
  1048. {
  1049. SDL_FreeSurface(siegeH->walls[attackInfo.attackedPart + 2]);
  1050. siegeH->walls[attackInfo.attackedPart + 2] = BitmapHandler::loadBitmap(
  1051. siegeH->getSiegeName(attackInfo.attackedPart + 2, curInt->cb->battleGetWallState(attackInfo.attackedPart)));
  1052. }
  1053. }
  1054. void CBattleInterface::battleFinished(const BattleResult& br)
  1055. {
  1056. bresult = &br;
  1057. {
  1058. auto unlockPim = vstd::makeUnlockGuard(*LOCPLINT->pim);
  1059. animsAreDisplayed.waitUntil(false);
  1060. }
  1061. displayBattleFinished();
  1062. setActiveStack(nullptr);
  1063. }
  1064. void CBattleInterface::displayBattleFinished()
  1065. {
  1066. CCS->curh->changeGraphic(ECursor::ADVENTURE,0);
  1067. SDL_Rect temp_rect = genRect(561, 470, (screen->w - 800)/2 + 165, (screen->h - 600)/2 + 19);
  1068. resWindow = new CBattleResultWindow(*bresult, temp_rect, *this->curInt);
  1069. GH.pushInt(resWindow);
  1070. }
  1071. void CBattleInterface::spellCast( const BattleSpellCast * sc )
  1072. {
  1073. const SpellID spellID(sc->id);
  1074. const CSpell &spell = * spellID.toSpell();
  1075. const std::string & spellName = spell.name;
  1076. const std::string& castSoundPath = spell.getCastSound();
  1077. std::string casterName("Something");
  1078. if(sc->castedByHero)
  1079. casterName = curInt->cb->battleGetHeroInfo(sc->side).name;
  1080. if(!castSoundPath.empty())
  1081. CCS->soundh->playSound(castSoundPath);
  1082. Point srccoord = (sc->side ? Point(770, 60) : Point(30, 60)) + pos; //hero position by default
  1083. {
  1084. const auto casterStackID = sc->casterStack;
  1085. if(casterStackID > 0)
  1086. {
  1087. const CStack * casterStack = curInt->cb->battleGetStackByID(casterStackID);
  1088. if(casterStack != nullptr)
  1089. {
  1090. casterName = casterStack->type->namePl;
  1091. srccoord = CClickableHex::getXYUnitAnim(casterStack->position, casterStack, this);
  1092. srccoord.x += 250;
  1093. srccoord.y += 240;
  1094. }
  1095. }
  1096. }
  1097. //TODO: play custom cast animation
  1098. {
  1099. }
  1100. //playing projectile animation
  1101. if(sc->tile.isValid())
  1102. {
  1103. Point destcoord = CClickableHex::getXYUnitAnim(sc->tile, curInt->cb->battleGetStackByPos(sc->tile), this); //position attacked by projectile
  1104. destcoord.x += 250; destcoord.y += 240;
  1105. //animation angle
  1106. double angle = atan2(static_cast<double>(destcoord.x - srccoord.x), static_cast<double>(destcoord.y - srccoord.y));
  1107. bool Vflip = (angle < 0);
  1108. if(Vflip)
  1109. angle = -angle;
  1110. std::string animToDisplay = spell.animationInfo.selectProjectile(angle);
  1111. if(!animToDisplay.empty())
  1112. {
  1113. //displaying animation
  1114. CDefEssential * animDef = CDefHandler::giveDefEss(animToDisplay);
  1115. double diffX = (destcoord.x - srccoord.x)*(destcoord.x - srccoord.x);
  1116. double diffY = (destcoord.y - srccoord.y)*(destcoord.y - srccoord.y);
  1117. double distance = sqrt(diffX + diffY);
  1118. int steps = distance / AnimationControls::getSpellEffectSpeed() + 1;
  1119. int dx = (destcoord.x - srccoord.x - animDef->ourImages[0].bitmap->w)/steps;
  1120. int dy = (destcoord.y - srccoord.y - animDef->ourImages[0].bitmap->h)/steps;
  1121. delete animDef;
  1122. addNewAnim(new CSpellEffectAnimation(this, animToDisplay, srccoord.x, srccoord.y, dx, dy, Vflip));
  1123. }
  1124. }
  1125. waitForAnims();
  1126. displaySpellHit(spellID, sc->tile);
  1127. //queuing affect /resist animation
  1128. for (auto & elem : sc->affectedCres)
  1129. {
  1130. BattleHex position = curInt->cb->battleGetStackByID(elem, false)->position;
  1131. if(vstd::contains(sc->resisted,elem))
  1132. displayEffect(78, position);
  1133. else
  1134. displaySpellEffect(spellID, position);
  1135. }
  1136. switch(sc->id)
  1137. {
  1138. case SpellID::SUMMON_FIRE_ELEMENTAL:
  1139. case SpellID::SUMMON_EARTH_ELEMENTAL:
  1140. case SpellID::SUMMON_WATER_ELEMENTAL:
  1141. case SpellID::SUMMON_AIR_ELEMENTAL:
  1142. case SpellID::CLONE:
  1143. case SpellID::REMOVE_OBSTACLE:
  1144. addNewAnim(new CDummyAnimation(this, 2)); //interface won't return until animation is played. TODO: make it smarter?
  1145. break;
  1146. } //switch(sc->id)
  1147. //displaying message in console
  1148. bool customSpell = false;
  1149. if(sc->affectedCres.size() == 1)
  1150. {
  1151. const CStack * attackedStack = curInt->cb->battleGetStackByID(*sc->affectedCres.begin(), false);
  1152. const std::string attackedName = attackedStack->getName();
  1153. const std::string attackedNameSing = attackedStack->getCreature()->nameSing;
  1154. const std::string attackedNamePl = attackedStack->getCreature()->namePl;
  1155. std::string text = CGI->generaltexth->allTexts[195];
  1156. if(sc->castedByHero)
  1157. {
  1158. boost::algorithm::replace_first(text, "%s", casterName);
  1159. boost::algorithm::replace_first(text, "%s", spellName);
  1160. boost::algorithm::replace_first(text, "%s", attackedNamePl); //target
  1161. }
  1162. else
  1163. {
  1164. auto getPluralText = [attackedStack](const int baseTextID) -> std::string
  1165. {
  1166. return CGI->generaltexth->allTexts[(attackedStack->count > 1 ? baseTextID+1 : baseTextID)];
  1167. };
  1168. bool plural = false; //add singular / plural form of creature text if this is true
  1169. int textID = 0;
  1170. switch(sc->id)
  1171. {
  1172. case SpellID::STONE_GAZE:
  1173. customSpell = true;
  1174. plural = true;
  1175. textID = 558;
  1176. break;
  1177. case SpellID::POISON:
  1178. customSpell = true;
  1179. plural = true;
  1180. textID = 561;
  1181. break;
  1182. case SpellID::BIND:
  1183. customSpell = true;
  1184. text = CGI->generaltexth->allTexts[560];
  1185. boost::algorithm::replace_first(text, "%s", attackedNamePl);
  1186. break;//Roots and vines bind the %s to the ground!
  1187. case SpellID::DISEASE:
  1188. customSpell = true;
  1189. plural = true;
  1190. textID = 553;
  1191. break;
  1192. case SpellID::PARALYZE:
  1193. customSpell = true;
  1194. plural = true;
  1195. textID = 563;
  1196. break;
  1197. case SpellID::AGE:
  1198. {
  1199. customSpell = true;
  1200. text = getPluralText(551);
  1201. boost::algorithm::replace_first(text, "%s", attackedName);
  1202. //The %s shrivel with age, and lose %d hit points."
  1203. TBonusListPtr bl = attackedStack->getBonuses(Selector::type(Bonus::STACK_HEALTH));
  1204. bl->remove_if(Selector::source(Bonus::SPELL_EFFECT, SpellID::AGE));
  1205. boost::algorithm::replace_first(text, "%d", boost::lexical_cast<std::string>(bl->totalValue()/2));
  1206. }
  1207. break;
  1208. case SpellID::THUNDERBOLT:
  1209. text = CGI->generaltexth->allTexts[367];
  1210. boost::algorithm::replace_first(text, "%s", attackedNamePl);
  1211. console->addText(text);
  1212. text = CGI->generaltexth->allTexts[343].substr(1, CGI->generaltexth->allTexts[343].size() - 1); //Does %d points of damage.
  1213. boost::algorithm::replace_first(text, "%d", boost::lexical_cast<std::string>(sc->dmgToDisplay)); //no more text afterwards
  1214. console->addText(text);
  1215. customSpell = true;
  1216. text = ""; //yeah, it's a terrible mess
  1217. break;
  1218. case SpellID::DISPEL_HELPFUL_SPELLS:
  1219. text = CGI->generaltexth->allTexts[555];
  1220. boost::algorithm::replace_first(text, "%s", attackedNamePl);
  1221. customSpell = true;
  1222. break;
  1223. case SpellID::DEATH_STARE:
  1224. customSpell = true;
  1225. if (sc->dmgToDisplay)
  1226. {
  1227. if (sc->dmgToDisplay > 1)
  1228. {
  1229. text = CGI->generaltexth->allTexts[119]; //%d %s die under the terrible gaze of the %s.
  1230. boost::algorithm::replace_first(text, "%d", boost::lexical_cast<std::string>(sc->dmgToDisplay));
  1231. boost::algorithm::replace_first(text, "%s", attackedNamePl);
  1232. }
  1233. else
  1234. {
  1235. text = CGI->generaltexth->allTexts[118]; //One %s dies under the terrible gaze of the %s.
  1236. boost::algorithm::replace_first(text, "%s", attackedNameSing);
  1237. }
  1238. boost::algorithm::replace_first(text, "%s", casterName); //casting stack
  1239. }
  1240. else
  1241. text = "";
  1242. break;
  1243. default:
  1244. text = CGI->generaltexth->allTexts[565]; //The %s casts %s
  1245. boost::algorithm::replace_first(text, "%s", casterName); //casting stack
  1246. }
  1247. if (plural)
  1248. {
  1249. text = getPluralText(textID);
  1250. boost::algorithm::replace_first(text, "%s", attackedName);
  1251. }
  1252. }
  1253. if (!customSpell && !sc->dmgToDisplay)
  1254. boost::algorithm::replace_first(text, "%s", spellName); //simple spell name
  1255. if (text.size())
  1256. console->addText(text);
  1257. }
  1258. else
  1259. {
  1260. std::string text = CGI->generaltexth->allTexts[196];
  1261. boost::algorithm::replace_first(text, "%s", casterName);
  1262. boost::algorithm::replace_first(text, "%s", spellName);
  1263. console->addText(text);
  1264. }
  1265. if(sc->dmgToDisplay && !customSpell)
  1266. {
  1267. std::string dmgInfo = CGI->generaltexth->allTexts[376];
  1268. boost::algorithm::replace_first(dmgInfo, "%s", spellName); //simple spell name
  1269. boost::algorithm::replace_first(dmgInfo, "%d", boost::lexical_cast<std::string>(sc->dmgToDisplay));
  1270. console->addText(dmgInfo); //todo: casualties (?)
  1271. }
  1272. waitForAnims();
  1273. //mana absorption
  1274. if(sc->manaGained > 0)
  1275. {
  1276. Point leftHero = Point(15, 30) + pos;
  1277. Point rightHero = Point(755, 30) + pos;
  1278. addNewAnim(new CSpellEffectAnimation(this, sc->side ? "SP07_A.DEF" : "SP07_B.DEF", leftHero.x, leftHero.y, 0, 0, false));
  1279. addNewAnim(new CSpellEffectAnimation(this, sc->side ? "SP07_B.DEF" : "SP07_A.DEF", rightHero.x, rightHero.y, 0, 0, false));
  1280. }
  1281. }
  1282. void CBattleInterface::battleStacksEffectsSet(const SetStackEffect & sse)
  1283. {
  1284. if (sse.effect.back().sid == -1 && sse.stacks.size() == 1 && sse.effect.size() == 2)
  1285. {
  1286. const Bonus & bns = sse.effect.front();
  1287. if (bns.source == Bonus::OTHER && bns.type == Bonus::PRIMARY_SKILL)
  1288. {
  1289. //defensive stance
  1290. const CStack * stack = LOCPLINT->cb->battleGetStackByID(*sse.stacks.begin());
  1291. int txtid = 120;
  1292. if(stack->count != 1)
  1293. txtid++; //move to plural text
  1294. BonusList defenseBonuses = *(stack->getBonuses(Selector::typeSubtype(Bonus::PRIMARY_SKILL, PrimarySkill::DEFENSE)));
  1295. defenseBonuses.remove_if(Selector::durationType(Bonus::STACK_GETS_TURN)); //remove bonuses gained from defensive stance
  1296. int val = stack->Defense() - defenseBonuses.totalValue();
  1297. auto txt = boost::format (CGI->generaltexth->allTexts[txtid]) % ((stack->count != 1) ? stack->getCreature()->namePl : stack->getCreature()->nameSing) % val;
  1298. console->addText(boost::to_string(txt));
  1299. }
  1300. }
  1301. if (activeStack != nullptr) //it can be -1 when a creature casts effect
  1302. {
  1303. redrawBackgroundWithHexes(activeStack);
  1304. }
  1305. }
  1306. void CBattleInterface::castThisSpell(SpellID spellID)
  1307. {
  1308. auto ba = new BattleAction;
  1309. ba->actionType = Battle::HERO_SPELL;
  1310. ba->additionalInfo = spellID; //spell number
  1311. ba->destinationTile = -1;
  1312. ba->stackNumber = (attackingHeroInstance->tempOwner == curInt->playerID) ? -1 : -2;
  1313. ba->side = defendingHeroInstance ? (curInt->playerID == defendingHeroInstance->tempOwner) : false;
  1314. spellToCast = ba;
  1315. spellDestSelectMode = true;
  1316. creatureCasting = false;
  1317. //choosing possible tragets
  1318. const CGHeroInstance * castingHero = (attackingHeroInstance->tempOwner == curInt->playerID) ? attackingHeroInstance : defendingHeroInstance;
  1319. assert(castingHero); // code below assumes non-null hero
  1320. sp = CGI->spellh->objects[spellID];
  1321. spellSelMode = ANY_LOCATION;
  1322. const CSpell::TargetInfo ti = sp->getTargetInfo(castingHero->getSpellSchoolLevel(sp));
  1323. if(ti.massive || ti.type == CSpell::NO_TARGET)
  1324. spellSelMode = NO_LOCATION;
  1325. else if(ti.type == CSpell::LOCATION && ti.clearAffected)
  1326. {
  1327. spellSelMode = FREE_LOCATION;
  1328. }
  1329. else if(ti.type == CSpell::CREATURE)
  1330. {
  1331. if(ti.smart)
  1332. spellSelMode = selectionTypeByPositiveness(*sp);
  1333. else
  1334. spellSelMode = ANY_CREATURE;
  1335. }
  1336. else if(ti.type == CSpell::OBSTACLE)
  1337. {
  1338. spellSelMode = OBSTACLE;
  1339. }
  1340. if (spellSelMode == NO_LOCATION) //user does not have to select location
  1341. {
  1342. spellToCast->destinationTile = -1;
  1343. curInt->cb->battleMakeAction(spellToCast);
  1344. endCastingSpell();
  1345. }
  1346. else
  1347. {
  1348. possibleActions.clear();
  1349. possibleActions.push_back (spellSelMode); //only this one action can be performed at the moment
  1350. GH.fakeMouseMove();//update cursor
  1351. }
  1352. }
  1353. void CBattleInterface::displayEffect(ui32 effect, int destTile, bool areaEffect)
  1354. {
  1355. //todo: recheck areaEffect usage
  1356. addNewAnim(new CSpellEffectAnimation(this, effect, destTile, 0, 0, false));
  1357. }
  1358. void CBattleInterface::displaySpellEffect(SpellID spellID, BattleHex destinationTile, bool areaEffect)
  1359. {
  1360. const CSpell * spell = spellID.toSpell();
  1361. if(spell == nullptr)
  1362. return;
  1363. for(const CSpell::TAnimation & animation : spell->animationInfo.affect)
  1364. {
  1365. addNewAnim(new CSpellEffectAnimation(this, animation.resourceName, destinationTile, false, animation.verticalPosition == VerticalPosition::BOTTOM));
  1366. }
  1367. }
  1368. void CBattleInterface::displaySpellHit(SpellID spellID, BattleHex destinationTile, bool areaEffect)
  1369. {
  1370. const CSpell * spell = spellID.toSpell();
  1371. if(spell == nullptr)
  1372. return;
  1373. for(const CSpell::TAnimation & animation : spell->animationInfo.hit)
  1374. {
  1375. addNewAnim(new CSpellEffectAnimation(this, animation.resourceName, destinationTile, false, animation.verticalPosition == VerticalPosition::BOTTOM));
  1376. }
  1377. }
  1378. void CBattleInterface::battleTriggerEffect(const BattleTriggerEffect & bte)
  1379. {
  1380. const CStack * stack = curInt->cb->battleGetStackByID(bte.stackID);
  1381. //don't show animation when no HP is regenerated
  1382. switch (bte.effect)
  1383. {
  1384. case Bonus::HP_REGENERATION:
  1385. displayEffect(74, stack->position);
  1386. CCS->soundh->playSound(soundBase::REGENER);
  1387. break;
  1388. case Bonus::MANA_DRAIN:
  1389. displayEffect(77, stack->position);
  1390. CCS->soundh->playSound(soundBase::MANADRAI);
  1391. break;
  1392. case Bonus::POISON:
  1393. displayEffect(67, stack->position);
  1394. CCS->soundh->playSound(soundBase::POISON);
  1395. break;
  1396. case Bonus::FEAR:
  1397. displayEffect(15, stack->position);
  1398. CCS->soundh->playSound(soundBase::FEAR);
  1399. break;
  1400. case Bonus::MORALE:
  1401. {
  1402. std::string hlp = CGI->generaltexth->allTexts[33];
  1403. boost::algorithm::replace_first(hlp,"%s",(stack->getName()));
  1404. displayEffect(20,stack->position);
  1405. CCS->soundh->playSound(soundBase::GOODMRLE);
  1406. console->addText(hlp);
  1407. break;
  1408. }
  1409. default:
  1410. return;
  1411. }
  1412. //waitForAnims(); //fixme: freezes game :?
  1413. }
  1414. void CBattleInterface::setAnimSpeed(int set)
  1415. {
  1416. Settings speed = settings.write["battle"]["animationSpeed"];
  1417. speed->Float() = float(set) / 100;
  1418. }
  1419. int CBattleInterface::getAnimSpeed() const
  1420. {
  1421. return vstd::round(settings["battle"]["animationSpeed"].Float() * 100);
  1422. }
  1423. CPlayerInterface * CBattleInterface::getCurrentPlayerInterface() const
  1424. {
  1425. return curInt.get();
  1426. }
  1427. void CBattleInterface::setActiveStack(const CStack * stack)
  1428. {
  1429. if (activeStack) // update UI
  1430. creAnims[activeStack->ID]->setBorderColor(AnimationControls::getNoBorder());
  1431. activeStack = stack;
  1432. if (activeStack) // update UI
  1433. creAnims[activeStack->ID]->setBorderColor(AnimationControls::getGoldBorder());
  1434. blockUI(activeStack == nullptr);
  1435. }
  1436. void CBattleInterface::setHoveredStack(const CStack * stack)
  1437. {
  1438. if (mouseHoveredStack)
  1439. creAnims[mouseHoveredStack->ID]->setBorderColor(AnimationControls::getNoBorder());
  1440. // stack must be alive and not active (which uses gold border instead)
  1441. if (stack && stack->alive() && stack != activeStack)
  1442. {
  1443. mouseHoveredStack = stack;
  1444. if (mouseHoveredStack)
  1445. {
  1446. creAnims[mouseHoveredStack->ID]->setBorderColor(AnimationControls::getBlueBorder());
  1447. if (creAnims[mouseHoveredStack->ID]->framesInGroup(CCreatureAnim::MOUSEON) > 0)
  1448. creAnims[mouseHoveredStack->ID]->playOnce(CCreatureAnim::MOUSEON);
  1449. }
  1450. }
  1451. else
  1452. mouseHoveredStack = nullptr;
  1453. }
  1454. void CBattleInterface::activateStack()
  1455. {
  1456. myTurn = true;
  1457. if(!!attackerInt && defenderInt) //hotseat -> need to pick which interface "takes over" as active
  1458. curInt = attackerInt->playerID == stackToActivate->owner ? attackerInt : defenderInt;
  1459. setActiveStack(stackToActivate);
  1460. stackToActivate = nullptr;
  1461. const CStack *s = activeStack;
  1462. queue->update();
  1463. redrawBackgroundWithHexes(activeStack);
  1464. //set casting flag to true if creature can use it to not check it every time
  1465. const Bonus *spellcaster = s->getBonusLocalFirst(Selector::type(Bonus::SPELLCASTER)),
  1466. *randomSpellcaster = s->getBonusLocalFirst(Selector::type(Bonus::RANDOM_SPELLCASTER));
  1467. if (s->casts && (spellcaster || randomSpellcaster))
  1468. {
  1469. stackCanCastSpell = true;
  1470. if(randomSpellcaster)
  1471. creatureSpellToCast = -1; //spell will be set later on cast
  1472. creatureSpellToCast = curInt->cb->battleGetRandomStackSpell(s, CBattleInfoCallback::RANDOM_AIMED); //faerie dragon can cast only one spell until their next move
  1473. //TODO: what if creature can cast BOTH random genie spell and aimed spell?
  1474. }
  1475. else
  1476. {
  1477. stackCanCastSpell = false;
  1478. creatureSpellToCast = -1;
  1479. }
  1480. getPossibleActionsForStack (s);
  1481. GH.fakeMouseMove();
  1482. }
  1483. void CBattleInterface::endCastingSpell()
  1484. {
  1485. assert(spellDestSelectMode);
  1486. delete spellToCast;
  1487. spellToCast = nullptr;
  1488. sp = nullptr;
  1489. spellDestSelectMode = false;
  1490. CCS->curh->changeGraphic(ECursor::COMBAT, ECursor::COMBAT_POINTER);
  1491. if (activeStack)
  1492. {
  1493. getPossibleActionsForStack (activeStack); //restore actions after they were cleared
  1494. myTurn = true;
  1495. }
  1496. }
  1497. void CBattleInterface::getPossibleActionsForStack(const CStack * stack)
  1498. {
  1499. possibleActions.clear();
  1500. if (tacticsMode)
  1501. {
  1502. possibleActions.push_back(MOVE_TACTICS);
  1503. possibleActions.push_back(CHOOSE_TACTICS_STACK);
  1504. }
  1505. else
  1506. {
  1507. //first action will be prioritized over later ones
  1508. if (stack->casts) //TODO: check for battlefield effects that prevent casting?
  1509. {
  1510. if (stack->hasBonusOfType (Bonus::SPELLCASTER))
  1511. {
  1512. //TODO: poll possible spells
  1513. const CSpell * spell;
  1514. BonusList spellBonuses = *stack->getBonuses (Selector::type(Bonus::SPELLCASTER));
  1515. for (Bonus * spellBonus : spellBonuses)
  1516. {
  1517. spell = CGI->spellh->objects[spellBonus->subtype];
  1518. switch (spellBonus->subtype)
  1519. {
  1520. case SpellID::REMOVE_OBSTACLE:
  1521. possibleActions.push_back (OBSTACLE);
  1522. break;
  1523. default:
  1524. possibleActions.push_back (selectionTypeByPositiveness (*spell));
  1525. break;
  1526. }
  1527. }
  1528. std::sort(possibleActions.begin(), possibleActions.end());
  1529. auto it = std::unique (possibleActions.begin(), possibleActions.end());
  1530. possibleActions.erase (it, possibleActions.end());
  1531. }
  1532. if (stack->hasBonusOfType (Bonus::RANDOM_SPELLCASTER))
  1533. possibleActions.push_back (RANDOM_GENIE_SPELL);
  1534. if (stack->hasBonusOfType (Bonus::DAEMON_SUMMONING))
  1535. possibleActions.push_back (RISE_DEMONS);
  1536. }
  1537. if (stack->shots && stack->hasBonusOfType (Bonus::SHOOTER))
  1538. possibleActions.push_back (SHOOT);
  1539. if (stack->hasBonusOfType (Bonus::RETURN_AFTER_STRIKE))
  1540. possibleActions.push_back (ATTACK_AND_RETURN);
  1541. possibleActions.push_back(ATTACK); //all active stacks can attack
  1542. possibleActions.push_back(WALK_AND_ATTACK); //not all stacks can always walk, but we will check this elsewhere
  1543. if (stack->canMove() && stack->Speed()) //probably no reason to try move war machines or bound stacks
  1544. possibleActions.push_back (MOVE_STACK); //all active stacks can attack
  1545. if (siegeH && stack->hasBonusOfType (Bonus::CATAPULT)) //TODO: check shots
  1546. possibleActions.push_back (CATAPULT);
  1547. if (stack->hasBonusOfType (Bonus::HEALER))
  1548. possibleActions.push_back (HEAL);
  1549. }
  1550. }
  1551. void CBattleInterface::printConsoleAttacked( const CStack * defender, int dmg, int killed, const CStack * attacker, bool multiple )
  1552. {
  1553. std::string formattedText;
  1554. if (attacker) //ignore if stacks were killed by spell
  1555. {
  1556. boost::format txt = boost::format (CGI->generaltexth->allTexts[attacker->count > 1 ? 377 : 376]) %
  1557. (attacker->count > 1 ? attacker->getCreature()->namePl : attacker->getCreature()->nameSing) % dmg;
  1558. formattedText.append(boost::to_string(txt));
  1559. }
  1560. if(killed > 0)
  1561. {
  1562. if (attacker)
  1563. formattedText.append(" ");
  1564. boost::format txt;
  1565. if(killed > 1)
  1566. {
  1567. txt = boost::format (CGI->generaltexth->allTexts[379]) % killed % (multiple ? CGI->generaltexth->allTexts[43] : defender->getCreature()->namePl); // creatures perish
  1568. }
  1569. else //killed == 1
  1570. {
  1571. txt = boost::format (CGI->generaltexth->allTexts[378]) % (multiple ? CGI->generaltexth->allTexts[42] : defender->getCreature()->nameSing); // creature perishes
  1572. }
  1573. std::string trimmed = boost::to_string(txt);
  1574. boost::algorithm::trim(trimmed); // these default h3 texts have unnecessary new lines, so get rid of them before displaying
  1575. formattedText.append(trimmed);
  1576. }
  1577. console->addText(formattedText);
  1578. }
  1579. void CBattleInterface::endAction(const BattleAction* action)
  1580. {
  1581. const CStack * stack = curInt->cb->battleGetStackByID(action->stackNumber);
  1582. if(action->actionType == Battle::HERO_SPELL)
  1583. {
  1584. if(action->side)
  1585. defendingHero->setPhase(0);
  1586. else
  1587. attackingHero->setPhase(0);
  1588. }
  1589. if(stack && action->actionType == Battle::WALK &&
  1590. !creAnims[action->stackNumber]->isIdle()) //walk or walk & attack
  1591. {
  1592. pendingAnims.push_back(std::make_pair(new CMovementEndAnimation(this, stack, action->destinationTile), false));
  1593. }
  1594. //check if we should reverse stacks
  1595. //for some strange reason, it's not enough
  1596. TStacks stacks = curInt->cb->battleGetStacks(CBattleCallback::MINE_AND_ENEMY);
  1597. for(const CStack *s : stacks)
  1598. {
  1599. if(s && creDir[s->ID] != bool(s->attackerOwned) && s->alive()
  1600. && creAnims[s->ID]->isIdle())
  1601. {
  1602. addNewAnim(new CReverseAnimation(this, s, s->position, false));
  1603. }
  1604. }
  1605. queue->update();
  1606. if(tacticsMode) //stack ended movement in tactics phase -> select the next one
  1607. bTacticNextStack(stack);
  1608. if( action->actionType == Battle::HERO_SPELL) //we have activated next stack after sending request that has been just realized -> blockmap due to movement has changed
  1609. redrawBackgroundWithHexes(activeStack);
  1610. if(activeStack && !animsAreDisplayed.get() && pendingAnims.empty() && !active)
  1611. {
  1612. logGlobal->warnStream() << "Something wrong... interface was deactivated but there is no animation. Reactivating...";
  1613. blockUI(false);
  1614. }
  1615. else
  1616. {
  1617. // block UI if no active stack (e.g. enemy turn);
  1618. blockUI(activeStack == nullptr);
  1619. }
  1620. }
  1621. void CBattleInterface::hideQueue()
  1622. {
  1623. Settings showQueue = settings.write["battle"]["showQueue"];
  1624. showQueue->Bool() = false;
  1625. queue->deactivate();
  1626. if(!queue->embedded)
  1627. {
  1628. moveBy(Point(0, -queue->pos.h / 2));
  1629. GH.totalRedraw();
  1630. }
  1631. }
  1632. void CBattleInterface::showQueue()
  1633. {
  1634. Settings showQueue = settings.write["battle"]["showQueue"];
  1635. showQueue->Bool() = true;
  1636. queue->activate();
  1637. if(!queue->embedded)
  1638. {
  1639. moveBy(Point(0, +queue->pos.h / 2));
  1640. GH.totalRedraw();
  1641. }
  1642. }
  1643. void CBattleInterface::blockUI(bool on)
  1644. {
  1645. ESpellCastProblem::ESpellCastProblem spellcastingProblem;
  1646. bool canCastSpells = curInt->cb->battleCanCastSpell(&spellcastingProblem);
  1647. bool canWait = activeStack ? !activeStack->waited() : false;
  1648. bOptions->block(on);
  1649. bFlee->block(on || !curInt->cb->battleCanFlee());
  1650. bSurrender->block(on || curInt->cb->battleGetSurrenderCost() < 0);
  1651. // block only if during enemy turn and auto-fight is off
  1652. // othervice - crash on accessing non-exisiting active stack
  1653. bAutofight->block(!curInt->isAutoFightOn && !activeStack);
  1654. if(tacticsMode && btactEnd && btactNext)
  1655. {
  1656. btactNext->block(on);
  1657. btactEnd->block(on);
  1658. }
  1659. else
  1660. {
  1661. bConsoleUp->block(on);
  1662. bConsoleDown->block(on);
  1663. }
  1664. //if magic is blocked, we leave button active, so the message can be displayed (cf bug #97)
  1665. bSpell->block(on || (!canCastSpells && spellcastingProblem != ESpellCastProblem::MAGIC_IS_BLOCKED));
  1666. bWait->block(on || tacticsMode || !canWait);
  1667. bDefence->block(on || tacticsMode);
  1668. }
  1669. void CBattleInterface::startAction(const BattleAction* action)
  1670. {
  1671. //setActiveStack(nullptr);
  1672. setHoveredStack(nullptr);
  1673. blockUI(true);
  1674. if(action->actionType == Battle::END_TACTIC_PHASE)
  1675. {
  1676. SDL_FreeSurface(menu);
  1677. menu = BitmapHandler::loadBitmap("CBAR.bmp");
  1678. graphics->blueToPlayersAdv(menu, curInt->playerID);
  1679. return;
  1680. }
  1681. const CStack *stack = curInt->cb->battleGetStackByID(action->stackNumber);
  1682. if(stack)
  1683. {
  1684. queue->update();
  1685. }
  1686. else
  1687. {
  1688. assert(action->actionType == Battle::HERO_SPELL); //only cast spell is valid action without acting stack number
  1689. }
  1690. if(action->actionType == Battle::WALK
  1691. || (action->actionType == Battle::WALK_AND_ATTACK && action->destinationTile != stack->position))
  1692. {
  1693. assert(stack);
  1694. moveStarted = true;
  1695. if(creAnims[action->stackNumber]->framesInGroup(CCreatureAnim::MOVE_START))
  1696. {
  1697. pendingAnims.push_back(std::make_pair(new CMovementStartAnimation(this, stack), false));
  1698. }
  1699. }
  1700. redraw(); // redraw after deactivation, including proper handling of hovered hexes
  1701. if (action->actionType == Battle::HERO_SPELL) //when hero casts spell
  1702. {
  1703. if(action->side)
  1704. defendingHero->setPhase(4);
  1705. else
  1706. attackingHero->setPhase(4);
  1707. return;
  1708. }
  1709. if(!stack)
  1710. {
  1711. logGlobal->errorStream()<<"Something wrong with stackNumber in actionStarted. Stack number: "<<action->stackNumber;
  1712. return;
  1713. }
  1714. int txtid = 0;
  1715. switch(action->actionType)
  1716. {
  1717. case Battle::WAIT:
  1718. txtid = 136;
  1719. break;
  1720. case Battle::BAD_MORALE:
  1721. txtid = -34; //negative -> no separate singular/plural form
  1722. displayEffect(30,stack->position);
  1723. CCS->soundh->playSound(soundBase::BADMRLE);
  1724. break;
  1725. }
  1726. if(txtid > 0 && stack->count != 1)
  1727. txtid++; //move to plural text
  1728. else if(txtid < 0)
  1729. txtid = -txtid;
  1730. if(txtid)
  1731. {
  1732. std::string name = (stack->count != 1) ? stack->getCreature()->namePl.c_str() : stack->getCreature()->nameSing.c_str();
  1733. console->addText((boost::format(CGI->generaltexth->allTexts[txtid].c_str()) % name).str());
  1734. }
  1735. //displaying special abilities
  1736. switch (action->actionType)
  1737. {
  1738. case Battle::STACK_HEAL:
  1739. displayEffect(74, action->destinationTile);
  1740. CCS->soundh->playSound(soundBase::REGENER);
  1741. break;
  1742. }
  1743. }
  1744. void CBattleInterface::waitForAnims()
  1745. {
  1746. auto unlockPim = vstd::makeUnlockGuard(*LOCPLINT->pim);
  1747. animsAreDisplayed.waitWhileTrue();
  1748. }
  1749. void CBattleInterface::bEndTacticPhase()
  1750. {
  1751. setActiveStack(nullptr);
  1752. blockUI(true);
  1753. tacticsMode = false;
  1754. }
  1755. static bool immobile(const CStack *s)
  1756. {
  1757. return !s->Speed(0, true); //should bound stacks be immobile?
  1758. }
  1759. void CBattleInterface::bTacticNextStack(const CStack *current /*= nullptr*/)
  1760. {
  1761. if(!current)
  1762. current = activeStack;
  1763. //no switching stacks when the current one is moving
  1764. waitForAnims();
  1765. TStacks stacksOfMine = tacticianInterface->cb->battleGetStacks(CBattleCallback::ONLY_MINE);
  1766. stacksOfMine.erase(std::remove_if(stacksOfMine.begin(), stacksOfMine.end(), &immobile), stacksOfMine.end());
  1767. auto it = vstd::find(stacksOfMine, current);
  1768. if(it != stacksOfMine.end() && ++it != stacksOfMine.end())
  1769. stackActivated(*it);
  1770. else
  1771. stackActivated(stacksOfMine.front());
  1772. }
  1773. CBattleInterface::PossibleActions CBattleInterface::selectionTypeByPositiveness(const CSpell & spell)
  1774. {
  1775. switch(spell.positiveness)
  1776. {
  1777. case CSpell::NEGATIVE :
  1778. return HOSTILE_CREATURE_SPELL;
  1779. case CSpell::NEUTRAL:
  1780. return ANY_CREATURE;
  1781. case CSpell::POSITIVE:
  1782. return FRIENDLY_CREATURE_SPELL;
  1783. }
  1784. assert(0);
  1785. return NO_LOCATION; //should never happen
  1786. }
  1787. std::string formatDmgRange(std::pair<ui32, ui32> dmgRange)
  1788. {
  1789. if(dmgRange.first != dmgRange.second)
  1790. return (boost::format("%d - %d") % dmgRange.first % dmgRange.second).str();
  1791. else
  1792. return (boost::format("%d") % dmgRange.first).str();
  1793. }
  1794. bool CBattleInterface::canStackMoveHere (const CStack * activeStack, BattleHex myNumber)
  1795. {
  1796. std::vector<BattleHex> acc = curInt->cb->battleGetAvailableHexes (activeStack, false);
  1797. int shiftedDest = myNumber + (activeStack->attackerOwned ? 1 : -1);
  1798. if (vstd::contains(acc, myNumber))
  1799. return true;
  1800. else if (activeStack->doubleWide() && vstd::contains(acc, shiftedDest))
  1801. return true;
  1802. else
  1803. return false;
  1804. }
  1805. void CBattleInterface::handleHex(BattleHex myNumber, int eventType)
  1806. {
  1807. if(!myTurn) //we are not permit to do anything
  1808. return;
  1809. // This function handles mouse move over hexes and l-clicking on them.
  1810. // First we decide what happens if player clicks on this hex and set appropriately
  1811. // consoleMsg, cursorFrame/Type and prepare lambda realizeAction.
  1812. //
  1813. // Then, depending whether it was hover/click we either call the action or set tooltip/cursor.
  1814. //used when hovering -> tooltip message and cursor to be set
  1815. std::string consoleMsg;
  1816. bool setCursor = true; //if we want to suppress setting cursor
  1817. ECursor::ECursorTypes cursorType = ECursor::COMBAT;
  1818. int cursorFrame = ECursor::COMBAT_POINTER; //TODO: is this line used?
  1819. //used when l-clicking -> action to be called upon the click
  1820. std::function<void()> realizeAction;
  1821. const CStack * const sactive = activeStack;
  1822. //Get stack on the hex - first try to grab the alive one, if not found -> allow dead stacks.
  1823. const CStack *shere = curInt->cb->battleGetStackByPos(myNumber, true);
  1824. if(!shere)
  1825. shere = curInt->cb->battleGetStackByPos(myNumber, false);
  1826. if (!sactive)
  1827. return;
  1828. bool ourStack = false;
  1829. if (shere)
  1830. ourStack = shere->owner == curInt->playerID;
  1831. //stack changed, update selection border
  1832. if (shere != mouseHoveredStack)
  1833. {
  1834. setHoveredStack(shere);
  1835. }
  1836. localActions.clear();
  1837. illegalActions.clear();
  1838. for (PossibleActions action : possibleActions)
  1839. {
  1840. bool legalAction = false; //this action is legal and can be performed
  1841. bool notLegal = false; //this action is not legal and should display message
  1842. switch (action)
  1843. {
  1844. case CHOOSE_TACTICS_STACK:
  1845. if (shere && ourStack)
  1846. legalAction = true;
  1847. break;
  1848. case MOVE_TACTICS:
  1849. case MOVE_STACK:
  1850. {
  1851. if (!(shere && shere->alive())) //we can walk on dead stacks
  1852. {
  1853. if (canStackMoveHere (sactive, myNumber))
  1854. legalAction = true;
  1855. }
  1856. break;
  1857. }
  1858. case ATTACK:
  1859. case WALK_AND_ATTACK:
  1860. case ATTACK_AND_RETURN:
  1861. {
  1862. if (curInt->cb->battleCanAttack(sactive, shere, myNumber))
  1863. {
  1864. if (isTileAttackable(myNumber)) // move isTileAttackable to be part of battleCanAttack?
  1865. {
  1866. setBattleCursor(myNumber); // temporary - needed for following function :(
  1867. BattleHex attackFromHex = fromWhichHexAttack(myNumber);
  1868. if (attackFromHex >= 0) //we can be in this line when unreachable creature is L - clicked (as of revision 1308)
  1869. legalAction = true;
  1870. }
  1871. }
  1872. }
  1873. break;
  1874. case SHOOT:
  1875. if(curInt->cb->battleCanShoot (activeStack, myNumber))
  1876. legalAction = true;
  1877. break;
  1878. case ANY_LOCATION:
  1879. if (myNumber > -1) //TODO: this should be checked for all actions
  1880. {
  1881. creatureCasting = stackCanCastSpell && !spellDestSelectMode; //as isCastingPossibleHere is not called
  1882. legalAction = true;
  1883. }
  1884. break;
  1885. case HOSTILE_CREATURE_SPELL:
  1886. if (shere && shere->alive() && !ourStack && isCastingPossibleHere (sactive, shere, myNumber))
  1887. legalAction = true;
  1888. break;
  1889. case FRIENDLY_CREATURE_SPELL:
  1890. {
  1891. if (isCastingPossibleHere (sactive, shere, myNumber)) //need to be called before sp is determined
  1892. {
  1893. bool rise = false; //TODO: can you imagine rising hostile creatures?
  1894. sp = CGI->spellh->objects[creatureCasting ? creatureSpellToCast : spellToCast->additionalInfo];
  1895. if (sp && sp->isRisingSpell())
  1896. rise = true;
  1897. if (shere && (shere->alive() || rise) && ourStack)
  1898. legalAction = true;
  1899. }
  1900. break;
  1901. }
  1902. case RANDOM_GENIE_SPELL:
  1903. {
  1904. if (shere && ourStack && shere != sactive) //only positive spells for other allied creatures
  1905. {
  1906. int spellID = curInt->cb->battleGetRandomStackSpell(shere, CBattleInfoCallback::RANDOM_GENIE);
  1907. if (spellID > -1)
  1908. {
  1909. legalAction = true;
  1910. }
  1911. }
  1912. }
  1913. break;
  1914. case OBSTACLE:
  1915. if (isCastingPossibleHere (sactive, shere, myNumber))
  1916. legalAction = true;
  1917. break;
  1918. case TELEPORT:
  1919. {
  1920. ui8 skill = 0;
  1921. if (creatureCasting)
  1922. skill = sactive->valOfBonuses(Selector::typeSubtype(Bonus::SPELLCASTER, SpellID::TELEPORT));
  1923. else
  1924. skill = getActiveHero()->getSpellSchoolLevel (CGI->spellh->objects[spellToCast->additionalInfo]);
  1925. //TODO: explicitely save power, skill
  1926. if (curInt->cb->battleCanTeleportTo(selectedStack, myNumber, skill))
  1927. legalAction = true;
  1928. else
  1929. notLegal = true;
  1930. }
  1931. break;
  1932. case SACRIFICE: //choose our living stack to sacrifice
  1933. if (shere && shere != selectedStack && ourStack && shere->alive())
  1934. legalAction = true;
  1935. else
  1936. notLegal = true;
  1937. break;
  1938. case FREE_LOCATION:
  1939. {
  1940. ui8 side = curInt->cb->battleGetMySide();
  1941. auto hero = curInt->cb->battleGetMyHero();
  1942. assert(!creatureCasting); //we assume hero casts this spell
  1943. assert(hero);
  1944. legalAction = true;
  1945. bool hexesOutsideBattlefield = false;
  1946. auto tilesThatMustBeClear = sp->rangeInHexes(myNumber, hero->getSpellSchoolLevel(sp), side, &hexesOutsideBattlefield);
  1947. for(BattleHex hex : tilesThatMustBeClear)
  1948. {
  1949. if(curInt->cb->battleGetStackByPos(hex, true) || !!curInt->cb->battleGetObstacleOnPos(hex, false)
  1950. || !hex.isAvailable())
  1951. {
  1952. legalAction = false;
  1953. notLegal = true;
  1954. }
  1955. }
  1956. if(hexesOutsideBattlefield)
  1957. {
  1958. legalAction = false;
  1959. notLegal = true;
  1960. }
  1961. }
  1962. break;
  1963. case CATAPULT:
  1964. if (isCatapultAttackable(myNumber))
  1965. legalAction = true;
  1966. break;
  1967. case HEAL:
  1968. if (shere && ourStack && shere->canBeHealed())
  1969. legalAction = true;
  1970. break;
  1971. case RISE_DEMONS:
  1972. if (shere && ourStack && !shere->alive())
  1973. legalAction = true;
  1974. break;
  1975. }
  1976. if (legalAction)
  1977. localActions.push_back (action);
  1978. else if (notLegal)
  1979. illegalActions.push_back (action);
  1980. }
  1981. illegalAction = INVALID; //clear it in first place
  1982. if (vstd::contains(localActions, selectedAction)) //try to use last selected action by default
  1983. currentAction = selectedAction;
  1984. else if (localActions.size()) //if not possible, select first available action 9they are sorted by suggested priority)
  1985. currentAction = localActions.front();
  1986. else //no legal action possible
  1987. {
  1988. currentAction = INVALID; //don't allow to do anything
  1989. if (vstd::contains(illegalActions, selectedAction))
  1990. illegalAction = selectedAction;
  1991. else if (illegalActions.size())
  1992. illegalAction = illegalActions.front();
  1993. else if (shere && ourStack && shere->alive()) //last possibility - display info about our creature
  1994. {
  1995. currentAction = CREATURE_INFO;
  1996. }
  1997. else
  1998. illegalAction = INVALID; //we should never be here
  1999. }
  2000. bool isCastingPossible = false;
  2001. bool secondaryTarget = false;
  2002. if (currentAction > INVALID)
  2003. {
  2004. switch (currentAction) //display console message, realize selected action
  2005. {
  2006. case CHOOSE_TACTICS_STACK:
  2007. consoleMsg = (boost::format(CGI->generaltexth->allTexts[481]) % shere->getName()).str(); //Select %s
  2008. realizeAction = [=]{ stackActivated(shere); };
  2009. break;
  2010. case MOVE_TACTICS:
  2011. case MOVE_STACK:
  2012. if (activeStack->hasBonusOfType(Bonus::FLYING))
  2013. {
  2014. cursorFrame = ECursor::COMBAT_FLY;
  2015. consoleMsg = (boost::format(CGI->generaltexth->allTexts[295]) % activeStack->getName()).str(); //Fly %s here
  2016. }
  2017. else
  2018. {
  2019. cursorFrame = ECursor::COMBAT_MOVE;
  2020. consoleMsg = (boost::format(CGI->generaltexth->allTexts[294]) % activeStack->getName()).str(); //Move %s here
  2021. }
  2022. realizeAction = [=]
  2023. {
  2024. if (activeStack->doubleWide())
  2025. {
  2026. std::vector<BattleHex> acc = curInt->cb->battleGetAvailableHexes(activeStack, false);
  2027. int shiftedDest = myNumber + (activeStack->attackerOwned ? 1 : -1);
  2028. if(vstd::contains(acc, myNumber))
  2029. giveCommand (Battle::WALK ,myNumber, activeStack->ID);
  2030. else if(vstd::contains(acc, shiftedDest))
  2031. giveCommand (Battle::WALK, shiftedDest, activeStack->ID);
  2032. }
  2033. else
  2034. {
  2035. giveCommand (Battle::WALK, myNumber, activeStack->ID);
  2036. }
  2037. };
  2038. break;
  2039. case ATTACK:
  2040. case WALK_AND_ATTACK:
  2041. case ATTACK_AND_RETURN: //TODO: allow to disable return
  2042. {
  2043. setBattleCursor(myNumber); //handle direction of cursor and attackable tile
  2044. setCursor = false; //don't overwrite settings from the call above //TODO: what does it mean?
  2045. realizeAction = [=]
  2046. {
  2047. BattleHex attackFromHex = fromWhichHexAttack(myNumber);
  2048. if (attackFromHex >= 0) //we can be in this line when unreachable creature is L - clicked (as of revision 1308)
  2049. {
  2050. giveCommand(Battle::WALK_AND_ATTACK, attackFromHex, activeStack->ID, myNumber);
  2051. }
  2052. };
  2053. std::string estDmgText = formatDmgRange(curInt->cb->battleEstimateDamage(sactive, shere)); //calculating estimated dmg
  2054. consoleMsg = (boost::format(CGI->generaltexth->allTexts[36]) % shere->getName() % estDmgText).str(); //Attack %s (%s damage)
  2055. }
  2056. break;
  2057. case SHOOT:
  2058. {
  2059. if(curInt->cb->battleHasShootingPenalty(activeStack, myNumber))
  2060. cursorFrame = ECursor::COMBAT_SHOOT_PENALTY;
  2061. else
  2062. cursorFrame = ECursor::COMBAT_SHOOT;
  2063. realizeAction = [=] {giveCommand(Battle::SHOOT, myNumber, activeStack->ID);};
  2064. std::string estDmgText = formatDmgRange(curInt->cb->battleEstimateDamage(sactive, shere)); //calculating estimated dmg
  2065. //printing - Shoot %s (%d shots left, %s damage)
  2066. consoleMsg = (boost::format(CGI->generaltexth->allTexts[296]) % shere->getName() % sactive->shots % estDmgText).str();
  2067. }
  2068. break;
  2069. case HOSTILE_CREATURE_SPELL:
  2070. case FRIENDLY_CREATURE_SPELL:
  2071. sp = CGI->spellh->objects[creatureCasting ? creatureSpellToCast : spellToCast->additionalInfo]; //necessary if creature has random Genie spell at same time
  2072. consoleMsg = boost::str(boost::format(CGI->generaltexth->allTexts[27]) % sp->name % shere->getName()); //Cast %s on %s
  2073. switch (sp->id)
  2074. {
  2075. case SpellID::SACRIFICE:
  2076. case SpellID::TELEPORT:
  2077. selectedStack = shere; //remember first target
  2078. secondaryTarget = true;
  2079. break;
  2080. }
  2081. isCastingPossible = true;
  2082. break;
  2083. case ANY_LOCATION:
  2084. sp = CGI->spellh->objects[creatureCasting ? creatureSpellToCast : spellToCast->additionalInfo]; //necessary if creature has random Genie spell at same time
  2085. consoleMsg = boost::str(boost::format(CGI->generaltexth->allTexts[26]) % sp->name); //Cast %s
  2086. isCastingPossible = true;
  2087. break;
  2088. case RANDOM_GENIE_SPELL: //we assume that teleport / sacrifice will never be available as random spell
  2089. sp = nullptr;
  2090. consoleMsg = boost::str(boost::format(CGI->generaltexth->allTexts[301]) % shere->getName()); //Cast a spell on %
  2091. creatureCasting = true;
  2092. isCastingPossible = true;
  2093. break;
  2094. case TELEPORT:
  2095. consoleMsg = CGI->generaltexth->allTexts[25]; //Teleport Here
  2096. cursorFrame = ECursor::COMBAT_TELEPORT;
  2097. isCastingPossible = true;
  2098. break;
  2099. case OBSTACLE:
  2100. consoleMsg = CGI->generaltexth->allTexts[550];
  2101. //TODO: remove obstacle cursor
  2102. isCastingPossible = true;
  2103. break;
  2104. case SACRIFICE:
  2105. consoleMsg = (boost::format(CGI->generaltexth->allTexts[549]) % shere->getName()).str(); //sacrifice the %s
  2106. cursorFrame = ECursor::COMBAT_SACRIFICE;
  2107. spellToCast->selectedStack = shere->ID; //sacrificed creature is selected
  2108. isCastingPossible = true;
  2109. break;
  2110. case FREE_LOCATION:
  2111. //cursorFrame = ECursor::SPELLBOOK;
  2112. consoleMsg = boost::str(boost::format(CGI->generaltexth->allTexts[26]) % sp->name); //Cast %s
  2113. isCastingPossible = true;
  2114. break;
  2115. case HEAL:
  2116. cursorFrame = ECursor::COMBAT_HEAL;
  2117. consoleMsg = (boost::format(CGI->generaltexth->allTexts[419]) % shere->getName()).str(); //Apply first aid to the %s
  2118. realizeAction = [=]{ giveCommand(Battle::STACK_HEAL, myNumber, activeStack->ID); }; //command healing
  2119. break;
  2120. case RISE_DEMONS:
  2121. cursorType = ECursor::SPELLBOOK;
  2122. realizeAction = [=]{ giveCommand(Battle::DAEMON_SUMMONING, myNumber, activeStack->ID); };
  2123. break;
  2124. case CATAPULT:
  2125. cursorFrame = ECursor::COMBAT_SHOOT_CATAPULT;
  2126. realizeAction = [=]{ giveCommand(Battle::CATAPULT, myNumber, activeStack->ID); };
  2127. break;
  2128. case CREATURE_INFO:
  2129. {
  2130. cursorFrame = ECursor::COMBAT_QUERY;
  2131. consoleMsg = (boost::format(CGI->generaltexth->allTexts[297]) % shere->getName()).str();
  2132. realizeAction = [=]{ GH.pushInt(new CStackWindow(shere, false)); };
  2133. break;
  2134. }
  2135. }
  2136. }
  2137. else //no possible valid action, display message
  2138. {
  2139. switch (illegalAction)
  2140. {
  2141. case HOSTILE_CREATURE_SPELL:
  2142. case FRIENDLY_CREATURE_SPELL:
  2143. case RANDOM_GENIE_SPELL:
  2144. cursorFrame = ECursor::COMBAT_BLOCKED;
  2145. consoleMsg = CGI->generaltexth->allTexts[23];
  2146. break;
  2147. case TELEPORT:
  2148. cursorFrame = ECursor::COMBAT_BLOCKED;
  2149. consoleMsg = CGI->generaltexth->allTexts[24]; //Invalid Teleport Destination
  2150. break;
  2151. case SACRIFICE:
  2152. consoleMsg = CGI->generaltexth->allTexts[543]; //choose army to sacrifice
  2153. break;
  2154. case FREE_LOCATION:
  2155. cursorFrame = ECursor::COMBAT_BLOCKED;
  2156. consoleMsg = boost::str(boost::format(CGI->generaltexth->allTexts[181]) % sp->name); //No room to place %s here
  2157. break;
  2158. default:
  2159. if (myNumber == -1)
  2160. CCS->curh->changeGraphic(ECursor::COMBAT, ECursor::COMBAT_POINTER); //set neutral cursor over menu etc.
  2161. else
  2162. cursorFrame = ECursor::COMBAT_BLOCKED;
  2163. break;
  2164. }
  2165. }
  2166. if (isCastingPossible) //common part
  2167. {
  2168. switch (currentAction) //don't use that with teleport / sacrifice
  2169. {
  2170. case TELEPORT: //FIXME: more generic solution?
  2171. case SACRIFICE:
  2172. break;
  2173. default:
  2174. cursorType = ECursor::SPELLBOOK;
  2175. cursorFrame = 0;
  2176. if(consoleMsg.empty() && sp)
  2177. consoleMsg = boost::str(boost::format(CGI->generaltexth->allTexts[26]) % sp->name); //Cast %s
  2178. break;
  2179. }
  2180. realizeAction = [=]
  2181. {
  2182. if (secondaryTarget) //select that target now
  2183. {
  2184. possibleActions.clear();
  2185. switch (sp->id.toEnum())
  2186. {
  2187. case SpellID::TELEPORT: //don't cast spell yet, only select target
  2188. possibleActions.push_back (TELEPORT);
  2189. spellToCast->selectedStack = selectedStack->ID;
  2190. break;
  2191. case SpellID::SACRIFICE:
  2192. possibleActions.push_back (SACRIFICE);
  2193. break;
  2194. }
  2195. }
  2196. else
  2197. {
  2198. if(creatureCasting)
  2199. {
  2200. if (sp)
  2201. {
  2202. giveCommand(Battle::MONSTER_SPELL, myNumber, sactive->ID, creatureSpellToCast);
  2203. }
  2204. else //unknown random spell
  2205. {
  2206. giveCommand(Battle::MONSTER_SPELL, myNumber, sactive->ID, curInt->cb->battleGetRandomStackSpell(shere, CBattleInfoCallback::RANDOM_GENIE));
  2207. }
  2208. }
  2209. else
  2210. {
  2211. assert (sp);
  2212. switch (sp->id.toEnum())
  2213. {
  2214. case SpellID::SACRIFICE:
  2215. spellToCast->destinationTile = selectedStack->position; //cast on first creature that will be resurrected
  2216. break;
  2217. default:
  2218. spellToCast->destinationTile = myNumber;
  2219. break;
  2220. }
  2221. curInt->cb->battleMakeAction(spellToCast);
  2222. endCastingSpell();
  2223. }
  2224. selectedStack = nullptr;
  2225. }
  2226. };
  2227. }
  2228. //helper lambda that appropriately realizes action / sets cursor and tooltip
  2229. auto realizeThingsToDo = [&]()
  2230. {
  2231. if(eventType == MOVE)
  2232. {
  2233. if(setCursor)
  2234. CCS->curh->changeGraphic(cursorType, cursorFrame);
  2235. this->console->alterText(consoleMsg);
  2236. this->console->whoSetAlter = 0;
  2237. }
  2238. if(eventType == LCLICK && realizeAction)
  2239. {
  2240. //opening creature window shouldn't affect myTurn...
  2241. if ((currentAction != CREATURE_INFO) && !secondaryTarget)
  2242. {
  2243. myTurn = false; //tends to crash with empty calls
  2244. }
  2245. realizeAction();
  2246. if (!secondaryTarget) //do not replace teleport or sacrifice cursor
  2247. CCS->curh->changeGraphic(ECursor::COMBAT, ECursor::COMBAT_POINTER);
  2248. this->console->alterText("");
  2249. }
  2250. };
  2251. realizeThingsToDo();
  2252. }
  2253. bool CBattleInterface::isCastingPossibleHere (const CStack * sactive, const CStack * shere, BattleHex myNumber)
  2254. {
  2255. creatureCasting = stackCanCastSpell && !spellDestSelectMode; //TODO: allow creatures to cast aimed spells
  2256. bool isCastingPossible = true;
  2257. int spellID = -1;
  2258. if (creatureCasting)
  2259. {
  2260. if (creatureSpellToCast > -1 && (shere != sactive)) //can't cast on itself
  2261. spellID = creatureSpellToCast; //TODO: merge with SpellTocast?
  2262. }
  2263. else //hero casting
  2264. spellID = spellToCast->additionalInfo;
  2265. sp = nullptr;
  2266. if (spellID >= 0)
  2267. sp = CGI->spellh->objects[spellID];
  2268. if (sp)
  2269. {
  2270. if (creatureCasting)
  2271. isCastingPossible = (curInt->cb->battleCanCreatureCastThisSpell (sp, myNumber) == ESpellCastProblem::OK);
  2272. else
  2273. isCastingPossible = (curInt->cb->battleCanCastThisSpell (sp, myNumber) == ESpellCastProblem::OK);
  2274. }
  2275. if(!myNumber.isAvailable() && !shere) //empty tile outside battlefield (or in the unavailable border column)
  2276. isCastingPossible = false;
  2277. return isCastingPossible;
  2278. }
  2279. BattleHex CBattleInterface::fromWhichHexAttack(BattleHex myNumber)
  2280. {
  2281. //TODO far too much repeating code
  2282. BattleHex destHex = -1;
  2283. switch(CCS->curh->frame)
  2284. {
  2285. case 12: //from bottom right
  2286. {
  2287. bool doubleWide = activeStack->doubleWide();
  2288. destHex = myNumber + ( (myNumber/GameConstants::BFIELD_WIDTH)%2 ? GameConstants::BFIELD_WIDTH : GameConstants::BFIELD_WIDTH+1 ) +
  2289. (activeStack->attackerOwned && doubleWide ? 1 : 0);
  2290. if(vstd::contains(occupyableHexes, destHex))
  2291. return destHex;
  2292. else if(activeStack->attackerOwned) //if we are attacker
  2293. {
  2294. if(vstd::contains(occupyableHexes, destHex+1))
  2295. return destHex+1;
  2296. }
  2297. else //if we are defender
  2298. {
  2299. if(vstd::contains(occupyableHexes, destHex-1))
  2300. return destHex-1;
  2301. }
  2302. break;
  2303. }
  2304. case 7: //from bottom left
  2305. {
  2306. destHex = myNumber + ( (myNumber/GameConstants::BFIELD_WIDTH)%2 ? GameConstants::BFIELD_WIDTH-1 : GameConstants::BFIELD_WIDTH );
  2307. if(vstd::contains(occupyableHexes, destHex))
  2308. return destHex;
  2309. else if(activeStack->attackerOwned) //if we are attacker
  2310. {
  2311. if(vstd::contains(occupyableHexes, destHex+1))
  2312. return destHex+1;
  2313. }
  2314. else //if we are defender
  2315. {
  2316. if(vstd::contains(occupyableHexes, destHex-1))
  2317. return destHex-1;
  2318. }
  2319. break;
  2320. }
  2321. case 8: //from left
  2322. {
  2323. if(activeStack->doubleWide() && !activeStack->attackerOwned)
  2324. {
  2325. std::vector<BattleHex> acc = curInt->cb->battleGetAvailableHexes(activeStack, false);
  2326. if(vstd::contains(acc, myNumber))
  2327. return myNumber - 1;
  2328. else
  2329. return myNumber - 2;
  2330. }
  2331. else
  2332. {
  2333. return myNumber - 1;
  2334. }
  2335. break;
  2336. }
  2337. case 9: //from top left
  2338. {
  2339. destHex = myNumber - ( (myNumber/GameConstants::BFIELD_WIDTH)%2 ? GameConstants::BFIELD_WIDTH+1 : GameConstants::BFIELD_WIDTH );
  2340. if(vstd::contains(occupyableHexes, destHex))
  2341. return destHex;
  2342. else if(activeStack->attackerOwned) //if we are attacker
  2343. {
  2344. if(vstd::contains(occupyableHexes, destHex+1))
  2345. return destHex+1;
  2346. }
  2347. else //if we are defender
  2348. {
  2349. if(vstd::contains(occupyableHexes, destHex-1))
  2350. return destHex-1;
  2351. }
  2352. break;
  2353. }
  2354. case 10: //from top right
  2355. {
  2356. bool doubleWide = activeStack->doubleWide();
  2357. destHex = myNumber - ( (myNumber/GameConstants::BFIELD_WIDTH)%2 ? GameConstants::BFIELD_WIDTH : GameConstants::BFIELD_WIDTH-1 ) +
  2358. (activeStack->attackerOwned && doubleWide ? 1 : 0);
  2359. if(vstd::contains(occupyableHexes, destHex))
  2360. return destHex;
  2361. else if(activeStack->attackerOwned) //if we are attacker
  2362. {
  2363. if(vstd::contains(occupyableHexes, destHex+1))
  2364. return destHex+1;
  2365. }
  2366. else //if we are defender
  2367. {
  2368. if(vstd::contains(occupyableHexes, destHex-1))
  2369. return destHex-1;
  2370. }
  2371. break;
  2372. }
  2373. case 11: //from right
  2374. {
  2375. if(activeStack->doubleWide() && activeStack->attackerOwned)
  2376. {
  2377. std::vector<BattleHex> acc = curInt->cb->battleGetAvailableHexes(activeStack, false);
  2378. if(vstd::contains(acc, myNumber))
  2379. return myNumber + 1;
  2380. else
  2381. return myNumber + 2;
  2382. }
  2383. else
  2384. {
  2385. return myNumber + 1;
  2386. }
  2387. break;
  2388. }
  2389. case 13: //from bottom
  2390. {
  2391. destHex = myNumber + ( (myNumber/GameConstants::BFIELD_WIDTH)%2 ? GameConstants::BFIELD_WIDTH : GameConstants::BFIELD_WIDTH+1 );
  2392. if(vstd::contains(occupyableHexes, destHex))
  2393. return destHex;
  2394. else if(attackingHeroInstance->tempOwner == curInt->cb->getMyColor()) //if we are attacker
  2395. {
  2396. if(vstd::contains(occupyableHexes, destHex+1))
  2397. return destHex+1;
  2398. }
  2399. else //if we are defender
  2400. {
  2401. if(vstd::contains(occupyableHexes, destHex-1))
  2402. return destHex-1;
  2403. }
  2404. break;
  2405. }
  2406. case 14: //from top
  2407. {
  2408. destHex = myNumber - ( (myNumber/GameConstants::BFIELD_WIDTH)%2 ? GameConstants::BFIELD_WIDTH : GameConstants::BFIELD_WIDTH-1 );
  2409. if(vstd::contains(occupyableHexes, destHex))
  2410. return destHex;
  2411. else if(attackingHeroInstance->tempOwner == curInt->cb->getMyColor()) //if we are attacker
  2412. {
  2413. if(vstd::contains(occupyableHexes, destHex+1))
  2414. return destHex+1;
  2415. }
  2416. else //if we are defender
  2417. {
  2418. if(vstd::contains(occupyableHexes, destHex-1))
  2419. return destHex-1;
  2420. }
  2421. break;
  2422. }
  2423. }
  2424. return -1;
  2425. }
  2426. Rect CBattleInterface::hexPosition(BattleHex hex) const
  2427. {
  2428. int x = 14 + ((hex.getY())%2==0 ? 22 : 0) + 44*hex.getX() + pos.x;
  2429. int y = 86 + 42 * hex.getY() + pos.y;
  2430. int w = cellShade->w;
  2431. int h = cellShade->h;
  2432. return Rect(x, y, w, h);
  2433. }
  2434. void CBattleInterface::obstaclePlaced(const CObstacleInstance & oi)
  2435. {
  2436. //so when multiple obstacles are added, they show up one after another
  2437. waitForAnims();
  2438. int effectID = -1;
  2439. soundBase::soundID sound = soundBase::invalid;//FIXME: variable set but unused. Missing soundh->playSound()?
  2440. std::string defname;
  2441. switch(oi.obstacleType)
  2442. {
  2443. case CObstacleInstance::QUICKSAND:
  2444. effectID = 55;
  2445. sound = soundBase::QUIKSAND;
  2446. break;
  2447. case CObstacleInstance::LAND_MINE:
  2448. effectID = 47;
  2449. sound = soundBase::LANDMINE;
  2450. break;
  2451. case CObstacleInstance::FORCE_FIELD:
  2452. {
  2453. auto &spellObstacle = dynamic_cast<const SpellCreatedObstacle&>(oi);
  2454. if(spellObstacle.casterSide)
  2455. {
  2456. if(oi.getAffectedTiles().size() < 3)
  2457. defname = "C15SPE0.DEF"; //TODO cannot find def for 2-hex force field \ appearing
  2458. else
  2459. defname = "C15SPE6.DEF";
  2460. }
  2461. else
  2462. {
  2463. if(oi.getAffectedTiles().size() < 3)
  2464. defname = "C15SPE0.DEF";
  2465. else
  2466. defname = "C15SPE9.DEF";
  2467. }
  2468. }
  2469. sound = soundBase::FORCEFLD;
  2470. break;
  2471. case CObstacleInstance::FIRE_WALL:
  2472. if(oi.getAffectedTiles().size() < 3)
  2473. effectID = 43; //small fire wall appearing
  2474. else
  2475. effectID = 44; //and the big one
  2476. sound = soundBase::fireWall;
  2477. break;
  2478. default:
  2479. logGlobal->errorStream() << "I don't know how to animate appearing obstacle of type " << (int)oi.obstacleType;
  2480. return;
  2481. }
  2482. if(graphics->battleACToDef[effectID].empty())
  2483. {
  2484. logGlobal->errorStream() << "Cannot find def for effect type " << effectID;
  2485. return;
  2486. }
  2487. if(defname.empty() && effectID >= 0)
  2488. defname = graphics->battleACToDef[effectID].front();
  2489. assert(!defname.empty());
  2490. //we assume here that effect graphics have the same size as the usual obstacle image
  2491. // -> if we know how to blit obstacle, let's blit the effect in the same place
  2492. Point whereTo = getObstaclePosition(getObstacleImage(oi), oi);
  2493. addNewAnim(new CSpellEffectAnimation(this, defname, whereTo.x, whereTo.y));
  2494. //TODO we need to wait after playing sound till it's finished, otherwise it overlaps and sounds really bad
  2495. //CCS->soundh->playSound(sound);
  2496. }
  2497. const CGHeroInstance * CBattleInterface::currentHero() const
  2498. {
  2499. if(attackingHeroInstance->tempOwner == curInt->playerID)
  2500. return attackingHeroInstance;
  2501. else
  2502. return defendingHeroInstance;
  2503. }
  2504. InfoAboutHero CBattleInterface::enemyHero() const
  2505. {
  2506. InfoAboutHero ret;
  2507. if(attackingHeroInstance->tempOwner == curInt->playerID)
  2508. curInt->cb->getHeroInfo(defendingHeroInstance, ret);
  2509. else
  2510. curInt->cb->getHeroInfo(attackingHeroInstance, ret);
  2511. return ret;
  2512. }
  2513. void CBattleInterface::requestAutofightingAIToTakeAction()
  2514. {
  2515. assert(curInt->isAutoFightOn);
  2516. boost::thread aiThread([&]
  2517. {
  2518. auto ba = new BattleAction(curInt->autofightingAI->activeStack(activeStack));
  2519. if(curInt->isAutoFightOn)
  2520. {
  2521. if(tacticsMode)
  2522. {
  2523. // Always end tactics mode. Player interface is blocked currently, so it's not possible that
  2524. // the AI can take any action except end tactics phase (AI actions won't be triggered)
  2525. //TODO implement the possibility that the AI will be triggered for further actions
  2526. //TODO any solution to merge tactics phase & normal phase in the way it is handled by the player and battle interface?
  2527. setActiveStack(nullptr);
  2528. blockUI(true);
  2529. tacticsMode = false;
  2530. }
  2531. else
  2532. {
  2533. givenCommand->setn(ba);
  2534. }
  2535. }
  2536. else
  2537. {
  2538. delete ba;
  2539. boost::unique_lock<boost::recursive_mutex> un(*LOCPLINT->pim);
  2540. activateStack();
  2541. }
  2542. });
  2543. aiThread.detach();
  2544. }
  2545. CBattleInterface::SiegeHelper::SiegeHelper(const CGTownInstance *siegeTown, const CBattleInterface * _owner)
  2546. : owner(_owner), town(siegeTown)
  2547. {
  2548. for(int g = 0; g < ARRAY_COUNT(walls); ++g)
  2549. {
  2550. walls[g] = BitmapHandler::loadBitmap( getSiegeName(g) );
  2551. }
  2552. }
  2553. CBattleInterface::SiegeHelper::~SiegeHelper()
  2554. {
  2555. for(auto & elem : walls)
  2556. {
  2557. SDL_FreeSurface(elem);
  2558. }
  2559. }
  2560. std::string CBattleInterface::SiegeHelper::getSiegeName(ui16 what) const
  2561. {
  2562. return getSiegeName(what, EWallState::INTACT);
  2563. }
  2564. std::string CBattleInterface::SiegeHelper::getSiegeName(ui16 what, int state) const
  2565. {
  2566. auto getImageIndex = [&]() -> int
  2567. {
  2568. switch (state)
  2569. {
  2570. case EWallState::INTACT : return 1;
  2571. case EWallState::DAMAGED : return 2;
  2572. case EWallState::DESTROYED :
  2573. if(what == 2 || what == 3 || what == 8) // towers don't have separate image here
  2574. return 2;
  2575. else
  2576. return 3;
  2577. }
  2578. return 1;
  2579. };
  2580. const std::string & prefix = town->town->clientInfo.siegePrefix;
  2581. std::string addit = boost::lexical_cast<std::string>(getImageIndex());
  2582. switch(what)
  2583. {
  2584. case 0: //background
  2585. return prefix + "BACK.BMP";
  2586. case 1: //background wall
  2587. {
  2588. switch(town->town->faction->index)
  2589. {
  2590. case 5: case 4: case 1: case 6:
  2591. return prefix + "TPW1.BMP";
  2592. default:
  2593. return prefix + "TPWL.BMP";
  2594. }
  2595. }
  2596. case 2: //keep
  2597. return prefix + "MAN" + addit + ".BMP";
  2598. case 3: //bottom tower
  2599. return prefix + "TW1" + addit + ".BMP";
  2600. case 4: //bottom wall
  2601. return prefix + "WA1" + addit + ".BMP";
  2602. case 5: //below gate
  2603. return prefix + "WA3" + addit + ".BMP";
  2604. case 6: //over gate
  2605. return prefix + "WA4" + addit + ".BMP";
  2606. case 7: //upper wall
  2607. return prefix + "WA6" + addit + ".BMP";
  2608. case 8: //upper tower
  2609. return prefix + "TW2" + addit + ".BMP";
  2610. case 9: //gate
  2611. return prefix + "DRW" + addit + ".BMP";
  2612. case 10: //gate arch
  2613. return prefix + "ARCH.BMP";
  2614. case 11: //bottom static wall
  2615. return prefix + "WA2.BMP";
  2616. case 12: //upper static wall
  2617. return prefix + "WA5.BMP";
  2618. case 13: //moat
  2619. return prefix + "MOAT.BMP";
  2620. case 14: //mlip
  2621. return prefix + "MLIP.BMP";
  2622. case 15: //keep creature cover
  2623. return prefix + "MANC.BMP";
  2624. case 16: //bottom turret creature cover
  2625. return prefix + "TW1C.BMP";
  2626. case 17: //upper turret creature cover
  2627. return prefix + "TW2C.BMP";
  2628. default:
  2629. return "";
  2630. }
  2631. }
  2632. /// What: 1. background wall, 2. keep, 3. bottom tower, 4. bottom wall, 5. wall below gate,
  2633. /// 6. wall over gate, 7. upper wall, 8. upper tower, 9. gate, 10. gate arch, 11. bottom static wall, 12. upper static wall, 13. moat, 14. mlip,
  2634. /// 15. keep turret cover, 16. lower turret cover, 17. upper turret cover
  2635. void CBattleInterface::SiegeHelper::printPartOfWall(SDL_Surface * to, int what)
  2636. {
  2637. Point pos = Point(-1, -1);
  2638. auto & ci = owner->siegeH->town->town->clientInfo;
  2639. if (what >= 1 && what <= 17)
  2640. {
  2641. pos.x = ci.siegePositions[what].x + owner->pos.x;
  2642. pos.y = ci.siegePositions[what].y + owner->pos.y;
  2643. }
  2644. if (town->town->faction->index == ETownType::TOWER
  2645. && (what == 13 || what == 14))
  2646. return; // no moat in Tower. TODO: remove hardcode somehow?
  2647. if(pos.x != -1)
  2648. {
  2649. blitAt(walls[what], pos.x, pos.y, to);
  2650. }
  2651. }
  2652. CatapultProjectileInfo::CatapultProjectileInfo(Point from, Point dest)
  2653. {
  2654. facA = 0.005; // seems to be constant
  2655. // system of 2 linear equations, solutions of which are missing coefficients
  2656. // for quadratic equation a*x*x + b*x + c
  2657. double eq[2][3] = {
  2658. { static_cast<double>(from.x), 1.0, from.y - facA*from.x*from.x },
  2659. { static_cast<double>(dest.x), 1.0, dest.y - facA*dest.x*dest.x }
  2660. };
  2661. // solve system via determinants
  2662. double det = eq[0][0] * eq[1][1] - eq[1][0] * eq[0][1];
  2663. double detB = eq[0][2] * eq[1][1] - eq[1][2] * eq[0][1];
  2664. double detC = eq[0][0] * eq[1][2] - eq[1][0] * eq[0][2];
  2665. facB = detB / det;
  2666. facC = detC / det;
  2667. // make sure that parabola is correct e.g. passes through from and dest
  2668. assert(fabs(calculateY(from.x) - from.y) < 1.0);
  2669. assert(fabs(calculateY(dest.x) - dest.y) < 1.0);
  2670. }
  2671. double CatapultProjectileInfo::calculateY(double x)
  2672. {
  2673. return facA * pow(x, 2.0) + facB * x + facC;
  2674. }
  2675. void CBattleInterface::showAll(SDL_Surface * to)
  2676. {
  2677. show(to);
  2678. }
  2679. void CBattleInterface::show(SDL_Surface * to)
  2680. {
  2681. assert(to);
  2682. SDL_Rect buf;
  2683. SDL_GetClipRect(to, &buf);
  2684. SDL_SetClipRect(to, &pos);
  2685. ++animCount;
  2686. showBackground(to);
  2687. showBattlefieldObjects(to);
  2688. showProjectiles(to);
  2689. updateBattleAnimations();
  2690. SDL_SetClipRect(to, &buf); //restoring previous clip_rect
  2691. showInterface(to);
  2692. //activation of next stack
  2693. if(pendingAnims.empty() && stackToActivate != nullptr)
  2694. {
  2695. activateStack();
  2696. //we may have changed active interface (another side in hot-seat),
  2697. // so we can't continue drawing with old setting.
  2698. show(to);
  2699. }
  2700. }
  2701. void CBattleInterface::showBackground(SDL_Surface * to)
  2702. {
  2703. if(activeStack != nullptr && creAnims[activeStack->ID]->isIdle()) //show everything with range
  2704. {
  2705. // FIXME: any *real* reason to keep this separate? Speed difference can't be that big
  2706. blitAt(backgroundWithHexes, pos.x, pos.y, to);
  2707. }
  2708. else
  2709. {
  2710. showBackgroundImage(to);
  2711. showAbsoluteObstacles(to);
  2712. }
  2713. showHighlightedHexes(to);
  2714. }
  2715. void CBattleInterface::showBackgroundImage(SDL_Surface * to)
  2716. {
  2717. blitAt(background, pos.x, pos.y, to);
  2718. if(settings["battle"]["cellBorders"].Bool())
  2719. {
  2720. CSDL_Ext::blit8bppAlphaTo24bpp(cellBorders, nullptr, to, &pos);
  2721. }
  2722. }
  2723. void CBattleInterface::showAbsoluteObstacles(SDL_Surface * to)
  2724. {
  2725. //Blit absolute obstacles
  2726. for(auto &oi : curInt->cb->battleGetAllObstacles())
  2727. if(oi->obstacleType == CObstacleInstance::ABSOLUTE_OBSTACLE)
  2728. blitAt(getObstacleImage(*oi), pos.x + oi->getInfo().width, pos.y + oi->getInfo().height, to);
  2729. if (siegeH && siegeH->town->hasBuilt(BuildingID::CITADEL))
  2730. siegeH->printPartOfWall(to, 14); // show moat background
  2731. }
  2732. void CBattleInterface::showHighlightedHexes(SDL_Surface * to)
  2733. {
  2734. for(int b=0; b<GameConstants::BFIELD_SIZE; ++b)
  2735. {
  2736. if(bfield[b]->strictHovered && bfield[b]->hovered)
  2737. {
  2738. if(previouslyHoveredHex == -1)
  2739. previouslyHoveredHex = b; //something to start with
  2740. if(currentlyHoveredHex == -1)
  2741. currentlyHoveredHex = b; //something to start with
  2742. if(currentlyHoveredHex != b) //repair hover info
  2743. {
  2744. previouslyHoveredHex = currentlyHoveredHex;
  2745. currentlyHoveredHex = b;
  2746. }
  2747. if (settings["battle"]["mouseShadow"].Bool())
  2748. {
  2749. if(spellToCast) //when casting spell
  2750. {
  2751. //calculating spell school level
  2752. const CSpell & spToCast = *CGI->spellh->objects[spellToCast->additionalInfo];
  2753. ui8 schoolLevel = 0;
  2754. auto caster = activeStack->attackerOwned ? attackingHeroInstance : defendingHeroInstance;
  2755. if (caster)
  2756. schoolLevel = caster->getSpellSchoolLevel(&spToCast);
  2757. // printing shaded hex(es)
  2758. auto shaded = spToCast.rangeInHexes(currentlyHoveredHex, schoolLevel, curInt->cb->battleGetMySide());
  2759. for(BattleHex shadedHex : shaded)
  2760. {
  2761. if ((shadedHex.getX() != 0) && (shadedHex.getX() != GameConstants::BFIELD_WIDTH -1))
  2762. showHighlightedHex(to, shadedHex);
  2763. }
  2764. }
  2765. else if (active)//always highlight pointed hex
  2766. {
  2767. if (currentlyHoveredHex.getX() != 0
  2768. && currentlyHoveredHex.getX() != GameConstants::BFIELD_WIDTH - 1)
  2769. showHighlightedHex(to, currentlyHoveredHex);
  2770. }
  2771. }
  2772. }
  2773. }
  2774. if(activeStack && settings["battle"]["stackRange"].Bool())
  2775. {
  2776. std::set<BattleHex> set = curInt->cb->battleGetAttackedHexes(activeStack, currentlyHoveredHex, attackingHex);
  2777. for(BattleHex hex : set)
  2778. showHighlightedHex(to, hex);
  2779. // display the movement shadow of the stack at b (i.e. stack under mouse)
  2780. const CStack * const shere = curInt->cb->battleGetStackByPos(currentlyHoveredHex, false);
  2781. if (shere && shere != activeStack && shere->alive())
  2782. {
  2783. std::vector<BattleHex> v = curInt->cb->battleGetAvailableHexes(shere, true );
  2784. for (BattleHex hex : v)
  2785. showHighlightedHex(to, hex);
  2786. }
  2787. }
  2788. }
  2789. void CBattleInterface::showHighlightedHex(SDL_Surface * to, BattleHex hex)
  2790. {
  2791. int x = 14 + (hex.getY() % 2 == 0 ? 22 : 0) + 44 * (hex.getX()) + pos.x;
  2792. int y = 86 + 42 * hex.getY() + pos.y;
  2793. SDL_Rect temp_rect = genRect (cellShade->h, cellShade->w, x, y);
  2794. CSDL_Ext::blit8bppAlphaTo24bpp (cellShade, nullptr, to, &temp_rect);
  2795. }
  2796. void CBattleInterface::showProjectiles(SDL_Surface * to)
  2797. {
  2798. assert(to);
  2799. std::list< std::list<ProjectileInfo>::iterator > toBeDeleted;
  2800. for(auto it = projectiles.begin(); it!=projectiles.end(); ++it)
  2801. {
  2802. // Check if projectile is already visible (shooter animation did the shot)
  2803. if (!it->shotDone)
  2804. {
  2805. // frame we're waiting for is reached OR animation has already finished
  2806. if (creAnims[it->stackID]->getCurrentFrame() >= it->animStartDelay ||
  2807. creAnims[it->stackID]->isShooting() == false)
  2808. {
  2809. //at this point projectile should become visible
  2810. creAnims[it->stackID]->pause(); // pause animation
  2811. it->shotDone = true;
  2812. }
  2813. else
  2814. continue; // wait...
  2815. }
  2816. SDL_Surface * image = idToProjectile[it->creID]->ourImages[it->frameNum].bitmap;
  2817. SDL_Rect dst;
  2818. dst.h = image->h;
  2819. dst.w = image->w;
  2820. dst.x = it->x - dst.w / 2;
  2821. dst.y = it->y - dst.h / 2;
  2822. if(it->reverse)
  2823. {
  2824. SDL_Surface * rev = CSDL_Ext::verticalFlip(image);
  2825. CSDL_Ext::blit8bppAlphaTo24bpp(rev, nullptr, to, &dst);
  2826. SDL_FreeSurface(rev);
  2827. }
  2828. else
  2829. {
  2830. CSDL_Ext::blit8bppAlphaTo24bpp(image, nullptr, to, &dst);
  2831. }
  2832. // Update projectile
  2833. ++it->step;
  2834. if(it->step == it->lastStep)
  2835. {
  2836. toBeDeleted.insert(toBeDeleted.end(), it);
  2837. }
  2838. else
  2839. {
  2840. if (it->catapultInfo)
  2841. {
  2842. // Parabolic shot of the trajectory, as follows: f(x) = ax^2 + bx + c
  2843. it->x += it->dx;
  2844. it->y = it->catapultInfo->calculateY(it->x);
  2845. ++(it->frameNum);
  2846. it->frameNum %= idToProjectile[it->creID]->ourImages.size();
  2847. }
  2848. else
  2849. {
  2850. // Normal projectile, just add the calculated "deltas" to the x and y positions.
  2851. it->x += it->dx;
  2852. it->y += it->dy;
  2853. }
  2854. }
  2855. }
  2856. for(auto & elem : toBeDeleted)
  2857. {
  2858. // resume animation
  2859. creAnims[elem->stackID]->play();
  2860. projectiles.erase(elem);
  2861. }
  2862. }
  2863. void CBattleInterface::showBattlefieldObjects(SDL_Surface * to)
  2864. {
  2865. auto showHexEntry = [&](BattleObjectsByHex::HexData & hex)
  2866. {
  2867. showPiecesOfWall(to, hex.walls);
  2868. showObstacles(to, hex.obstacles);
  2869. showAliveStacks(to, hex.alive);
  2870. showBattleEffects(to, hex.effects);
  2871. };
  2872. BattleObjectsByHex objects = sortObjectsByHex();
  2873. // dead stacks should be blit first
  2874. showStacks(to, objects.beforeAll.dead);
  2875. for( auto & data : objects.hex )
  2876. showStacks(to, data.dead);
  2877. showStacks(to, objects.afterAll.dead);
  2878. // display objects that must be blit before anything else (e.g. topmost walls)
  2879. showHexEntry(objects.beforeAll);
  2880. // show heroes after "beforeAll" - e.g. topmost wall in siege
  2881. if(attackingHero)
  2882. attackingHero->show(to);
  2883. if(defendingHero)
  2884. defendingHero->show(to);
  2885. // actual blit of most of objects, hex by hex
  2886. // NOTE: row-by-row blitting may be a better approach
  2887. for( auto & data : objects.hex )
  2888. showHexEntry(data);
  2889. // objects that must be blit *after* everything else - e.g. bottom tower or some spell effects
  2890. showHexEntry(objects.afterAll);
  2891. }
  2892. void CBattleInterface::showAliveStacks(SDL_Surface * to, std::vector<const CStack *> stacks)
  2893. {
  2894. auto isAmountBoxVisible = [&](const CStack * stack) -> bool
  2895. {
  2896. if (stack->hasBonusOfType(Bonus::SIEGE_WEAPON)) // siege weapons are always singular
  2897. return false;
  2898. if (curInt->curAction)
  2899. {
  2900. if (curInt->curAction->stackNumber == stack->ID) // stack is currently taking an action
  2901. return false;
  2902. if (curInt->curAction->actionType == Battle::WALK_AND_ATTACK && // stack is being targeted
  2903. stack->position == curInt->curAction->additionalInfo)
  2904. return false;
  2905. if (curInt->curAction->destinationTile == stack->position) // stack is moving
  2906. return false;
  2907. }
  2908. return true;
  2909. };
  2910. auto getEffectsPositivness = [&](const CStack * stack) -> int
  2911. {
  2912. int pos = 0;
  2913. for(auto & spellId : stack->activeSpells())
  2914. {
  2915. pos += CGI->spellh->objects[ spellId ]->positiveness;
  2916. }
  2917. return pos;
  2918. };
  2919. auto getAmountBoxBackground = [&](int positivness) -> SDL_Surface *
  2920. {
  2921. if (positivness > 0)
  2922. return amountPositive;
  2923. if (positivness < 0)
  2924. return amountNegative;
  2925. return amountEffNeutral;
  2926. };
  2927. showStacks(to, stacks); // Actual display of all stacks
  2928. for (auto & stack : stacks)
  2929. {
  2930. assert(stack);
  2931. //printing amount
  2932. if (isAmountBoxVisible(stack))
  2933. {
  2934. const BattleHex nextPos = stack->position + (stack->attackerOwned ? 1 : -1);
  2935. const bool edge = stack->position % GameConstants::BFIELD_WIDTH == (stack->attackerOwned ? GameConstants::BFIELD_WIDTH - 2 : 1);
  2936. const bool moveInside = !edge && !stackCountOutsideHexes[nextPos];
  2937. int xAdd = (stack->attackerOwned ? 220 : 202) +
  2938. (stack->doubleWide() ? 44 : 0) * (stack->attackerOwned ? +1 : -1) +
  2939. (moveInside ? amountNormal->w + 10 : 0) * (stack->attackerOwned ? -1 : +1);
  2940. int yAdd = 260 + ((stack->attackerOwned || moveInside) ? 0 : -15);
  2941. //blitting amount background box
  2942. SDL_Surface *amountBG = amountNormal;
  2943. if(!stack->getSpellBonuses()->empty())
  2944. amountBG = getAmountBoxBackground(getEffectsPositivness(stack));
  2945. SDL_Rect temp_rect = genRect(amountBG->h, amountBG->w, creAnims[stack->ID]->pos.x + xAdd, creAnims[stack->ID]->pos.y + yAdd);
  2946. SDL_BlitSurface(amountBG, nullptr, to, &temp_rect);
  2947. //blitting amount
  2948. Point textPos(creAnims[stack->ID]->pos.x + xAdd + amountNormal->w/2,
  2949. creAnims[stack->ID]->pos.y + yAdd + amountNormal->h/2);
  2950. graphics->fonts[FONT_TINY]->renderTextCenter(to, makeNumberShort(stack->count), Colors::WHITE, textPos);
  2951. }
  2952. }
  2953. }
  2954. void CBattleInterface::showStacks(SDL_Surface * to, std::vector<const CStack *> stacks)
  2955. {
  2956. for (const CStack * stack : stacks)
  2957. {
  2958. creAnims[stack->ID]->nextFrame(to, creDir[stack->ID]); // do actual blit
  2959. creAnims[stack->ID]->incrementFrame(float(GH.mainFPSmng->getElapsedMilliseconds()) / 1000);
  2960. }
  2961. }
  2962. void CBattleInterface::showObstacles(SDL_Surface *to, std::vector<shared_ptr<const CObstacleInstance> > &obstacles)
  2963. {
  2964. for (auto & obstacle : obstacles)
  2965. {
  2966. SDL_Surface *toBlit = getObstacleImage(*obstacle);
  2967. Point p = getObstaclePosition(toBlit, *obstacle);
  2968. blitAt(toBlit, p.x, p.y, to);
  2969. }
  2970. }
  2971. void CBattleInterface::showBattleEffects(SDL_Surface *to, const std::vector<const BattleEffect *> &battleEffects)
  2972. {
  2973. for(auto & elem : battleEffects)
  2974. {
  2975. int currentFrame = floor(elem->currentFrame);
  2976. currentFrame %= elem->anim->ourImages.size();
  2977. SDL_Surface * bitmapToBlit = elem->anim->ourImages[currentFrame].bitmap;
  2978. SDL_Rect temp_rect = genRect(bitmapToBlit->h, bitmapToBlit->w, elem->x, elem->y);
  2979. SDL_BlitSurface(bitmapToBlit, nullptr, to, &temp_rect);
  2980. }
  2981. }
  2982. void CBattleInterface::showInterface(SDL_Surface * to)
  2983. {
  2984. blitAt(menu, pos.x, 556 + pos.y, to);
  2985. if(tacticsMode)
  2986. {
  2987. btactNext->showAll(to);
  2988. btactEnd->showAll(to);
  2989. }
  2990. else
  2991. {
  2992. console->showAll(to);
  2993. bConsoleUp->showAll(to);
  2994. bConsoleDown->showAll(to);
  2995. }
  2996. //showing buttons
  2997. bOptions->showAll(to);
  2998. bSurrender->showAll(to);
  2999. bFlee->showAll(to);
  3000. bAutofight->showAll(to);
  3001. bSpell->showAll(to);
  3002. bWait->showAll(to);
  3003. bDefence->showAll(to);
  3004. //showing in-game console
  3005. LOCPLINT->cingconsole->show(to);
  3006. Rect posWithQueue = Rect(pos.x, pos.y, 800, 600);
  3007. if(settings["battle"]["showQueue"].Bool())
  3008. {
  3009. if(!queue->embedded)
  3010. {
  3011. posWithQueue.y -= queue->pos.h;
  3012. posWithQueue.h += queue->pos.h;
  3013. }
  3014. //showing queue
  3015. if(!bresult)
  3016. queue->showAll(to);
  3017. else
  3018. queue->blitBg(to);
  3019. }
  3020. //printing border around interface
  3021. if(screen->w != 800 || screen->h !=600)
  3022. {
  3023. CMessage::drawBorder(curInt->playerID,to,posWithQueue.w + 28, posWithQueue.h + 28, posWithQueue.x-14, posWithQueue.y-15);
  3024. }
  3025. }
  3026. BattleObjectsByHex CBattleInterface::sortObjectsByHex()
  3027. {
  3028. auto getCurrentPosition = [&](const CStack * stack) -> BattleHex
  3029. {
  3030. for (auto & anim : pendingAnims)
  3031. {
  3032. // certainly ugly workaround but fixes quite annoying bug
  3033. // stack position will be updated only *after* movement is finished
  3034. // before this - stack is always at its initial position. Thus we need to find
  3035. // its current position. Which can be found only in this class
  3036. if (CMovementAnimation * move = dynamic_cast<CMovementAnimation*>(anim.first))
  3037. {
  3038. if (move->stack == stack)
  3039. return move->nextHex;
  3040. }
  3041. }
  3042. return stack->position;
  3043. };
  3044. BattleObjectsByHex sorted;
  3045. // Sort creatures
  3046. for (auto & stack : curInt->cb->battleGetAllStacks())
  3047. {
  3048. if(creAnims.find(stack->ID) == creAnims.end()) //e.g. for summoned but not yet handled stacks
  3049. continue;
  3050. if (stack->position < 0) // turret shooters are handled separately
  3051. continue;
  3052. if(!creAnims[stack->ID]->isDead())
  3053. {
  3054. if (!creAnims[stack->ID]->isMoving())
  3055. sorted.hex[stack->position].alive.push_back(stack);
  3056. else
  3057. {
  3058. // flying creature - just blit them over everyone else
  3059. if (stack->hasBonusOfType(Bonus::FLYING))
  3060. sorted.afterAll.alive.push_back(stack);
  3061. else//try to find current location
  3062. sorted.hex[getCurrentPosition(stack)].alive.push_back(stack);
  3063. }
  3064. }
  3065. else
  3066. sorted.hex[stack->position].dead.push_back(stack);
  3067. }
  3068. // Sort battle effects (spells)
  3069. for (auto & battleEffect : battleEffects)
  3070. {
  3071. if(battleEffect.position.isValid())
  3072. sorted.hex[battleEffect.position].effects.push_back(&battleEffect);
  3073. else
  3074. sorted.afterAll.effects.push_back(&battleEffect);
  3075. }
  3076. // Sort obstacles
  3077. for(auto & obstacle : curInt->cb->battleGetAllObstacles())
  3078. {
  3079. if(obstacle->obstacleType != CObstacleInstance::ABSOLUTE_OBSTACLE
  3080. && obstacle->obstacleType != CObstacleInstance::MOAT)
  3081. {
  3082. sorted.hex[obstacle->pos].obstacles.push_back(obstacle);
  3083. }
  3084. }
  3085. // Sort wall parts
  3086. if (siegeH)
  3087. {
  3088. sorted.beforeAll.walls.push_back(1); // 1. background wall
  3089. sorted.hex[135].walls.push_back(2); // 2. keep
  3090. sorted.afterAll.walls.push_back(3); // 3. bottom tower
  3091. sorted.hex[182].walls.push_back(4); // 4. bottom wall
  3092. sorted.hex[130].walls.push_back(5); // 5. wall below gate,
  3093. sorted.hex[62].walls.push_back(6); // 6. wall over gate
  3094. sorted.hex[12].walls.push_back(7); // 7. upper wall
  3095. sorted.beforeAll.walls.push_back(8); // 8. upper tower
  3096. //sorted.hex[94].walls.push_back(9); // 9. gate // Not implemented it seems
  3097. sorted.hex[112].walls.push_back(10); // 10. gate arch
  3098. sorted.hex[165].walls.push_back(11); // 11. bottom static wall
  3099. sorted.hex[45].walls.push_back(12); // 12. upper static wall
  3100. if (siegeH && siegeH->town->hasBuilt(BuildingID::CITADEL))
  3101. {
  3102. sorted.beforeAll.walls.push_back(13); // 13. moat
  3103. //sorted.beforeAll.walls.push_back(14); // 14. mlip (moat background terrain), blit as absolute obstacle
  3104. sorted.hex[135].walls.push_back(15); // 15. keep turret cover
  3105. }
  3106. if (siegeH && siegeH->town->hasBuilt(BuildingID::CASTLE))
  3107. {
  3108. sorted.afterAll.walls.push_back(16); // 16. lower turret cover
  3109. sorted.beforeAll.walls.push_back(17); // 17. upper turret cover
  3110. }
  3111. }
  3112. return sorted;
  3113. }
  3114. void CBattleInterface::updateBattleAnimations()
  3115. {
  3116. //handle animations
  3117. for(auto & elem : pendingAnims)
  3118. {
  3119. if(!elem.first) //this animation should be deleted
  3120. continue;
  3121. if(!elem.second)
  3122. {
  3123. elem.second = elem.first->init();
  3124. }
  3125. if(elem.second && elem.first)
  3126. elem.first->nextFrame();
  3127. }
  3128. //delete anims
  3129. int preSize = pendingAnims.size();
  3130. for(auto it = pendingAnims.begin(); it != pendingAnims.end(); ++it)
  3131. {
  3132. if(it->first == nullptr)
  3133. {
  3134. pendingAnims.erase(it);
  3135. it = pendingAnims.begin();
  3136. break;
  3137. }
  3138. }
  3139. if(preSize > 0 && pendingAnims.empty())
  3140. {
  3141. //anims ended
  3142. blockUI(activeStack == nullptr);
  3143. animsAreDisplayed.setn(false);
  3144. }
  3145. }
  3146. SDL_Surface * CBattleInterface::getObstacleImage(const CObstacleInstance &oi)
  3147. {
  3148. int frameIndex = (animCount+1) * 25 / getAnimSpeed();
  3149. switch(oi.obstacleType)
  3150. {
  3151. case CObstacleInstance::USUAL:
  3152. return vstd::circularAt(idToObstacle.find(oi.ID)->second->ourImages, frameIndex).bitmap;
  3153. case CObstacleInstance::ABSOLUTE_OBSTACLE:
  3154. return idToAbsoluteObstacle.find(oi.ID)->second;
  3155. case CObstacleInstance::QUICKSAND:
  3156. return vstd::circularAt(quicksand->ourImages, frameIndex).bitmap;
  3157. case CObstacleInstance::LAND_MINE:
  3158. return vstd::circularAt(landMine->ourImages, frameIndex).bitmap;
  3159. case CObstacleInstance::FIRE_WALL:
  3160. return vstd::circularAt(fireWall->ourImages, frameIndex).bitmap;
  3161. case CObstacleInstance::FORCE_FIELD:
  3162. {
  3163. auto &forceField = dynamic_cast<const SpellCreatedObstacle &>(oi);
  3164. if(forceField.getAffectedTiles().size() > 2)
  3165. return vstd::circularAt(bigForceField[forceField.casterSide]->ourImages, frameIndex).bitmap;
  3166. else
  3167. return vstd::circularAt(smallForceField[forceField.casterSide]->ourImages, frameIndex).bitmap;
  3168. }
  3169. case CObstacleInstance::MOAT://moat is blitted by SiegeHelper, this shouldn't be called
  3170. default:
  3171. assert(0);
  3172. return nullptr;
  3173. }
  3174. }
  3175. Point CBattleInterface::getObstaclePosition(SDL_Surface *image, const CObstacleInstance &obstacle)
  3176. {
  3177. int offset = image->h % 42;
  3178. if(obstacle.obstacleType == CObstacleInstance::USUAL)
  3179. {
  3180. if(obstacle.getInfo().blockedTiles.front() < 0 || offset > 37) //second or part is for holy ground ID=62,65,63
  3181. offset -= 42;
  3182. }
  3183. else if(obstacle.obstacleType == CObstacleInstance::QUICKSAND)
  3184. {
  3185. offset -= 42;
  3186. }
  3187. Rect r = hexPosition(obstacle.pos);
  3188. r.y += 42 - image->h + offset;
  3189. return r.topLeft();
  3190. }
  3191. void CBattleInterface::redrawBackgroundWithHexes(const CStack * activeStack)
  3192. {
  3193. attackableHexes.clear();
  3194. if (activeStack)
  3195. occupyableHexes = curInt->cb->battleGetAvailableHexes(activeStack, true, &attackableHexes);
  3196. curInt->cb->battleGetStackCountOutsideHexes(stackCountOutsideHexes);
  3197. //preparating background graphic with hexes and shaded hexes
  3198. blitAt(background, 0, 0, backgroundWithHexes);
  3199. //draw absolute obstacles (cliffs and so on)
  3200. for(auto &oi : curInt->cb->battleGetAllObstacles())
  3201. {
  3202. if(oi->obstacleType == CObstacleInstance::ABSOLUTE_OBSTACLE/* || oi.obstacleType == CObstacleInstance::MOAT*/)
  3203. blitAt(getObstacleImage(*oi), oi->getInfo().width, oi->getInfo().height, backgroundWithHexes);
  3204. }
  3205. if(settings["battle"]["cellBorders"].Bool())
  3206. CSDL_Ext::blit8bppAlphaTo24bpp(cellBorders, nullptr, backgroundWithHexes, nullptr);
  3207. if(settings["battle"]["stackRange"].Bool())
  3208. {
  3209. std::vector<BattleHex> hexesToShade = occupyableHexes;
  3210. hexesToShade.insert(hexesToShade.end(), attackableHexes.begin(), attackableHexes.end());
  3211. for(BattleHex hex : hexesToShade)
  3212. {
  3213. int i = hex.getY(); //row
  3214. int j = hex.getX()-1; //column
  3215. int x = 58 + (i%2==0 ? 22 : 0) + 44*j;
  3216. int y = 86 + 42 * i;
  3217. SDL_Rect temp_rect = genRect(cellShade->h, cellShade->w, x, y);
  3218. CSDL_Ext::blit8bppAlphaTo24bpp(cellShade, nullptr, backgroundWithHexes, &temp_rect);
  3219. }
  3220. }
  3221. }
  3222. void CBattleInterface::showPiecesOfWall(SDL_Surface * to, std::vector<int> pieces)
  3223. {
  3224. if(!siegeH)
  3225. return;
  3226. for (auto piece : pieces)
  3227. {
  3228. if (piece < 15) // not a tower - just print
  3229. siegeH->printPartOfWall(to, piece);
  3230. else // tower. find if tower is built and not destroyed - stack is present
  3231. {
  3232. // PieceID StackID
  3233. // 15 = keep, -2
  3234. // 16 = lower, -3
  3235. // 17 = upper, -4
  3236. // tower. check if tower is alive - stack is found
  3237. int stackPos = 13 - piece;
  3238. const CStack *turret = nullptr;
  3239. for(auto & stack : curInt->cb->battleGetAllStacks(true))
  3240. {
  3241. if(stack->position == stackPos)
  3242. {
  3243. turret = stack;
  3244. break;
  3245. }
  3246. }
  3247. if (turret)
  3248. {
  3249. std::vector<const CStack *> stackList(1, turret);
  3250. showStacks(to, stackList);
  3251. siegeH->printPartOfWall(to, piece);
  3252. }
  3253. }
  3254. }
  3255. }