CBattleInterface.cpp 112 KB

123456789101112131415161718192021222324252627282930313233343536373839404142434445464748495051525354555657585960616263646566676869707172737475767778798081828384858687888990919293949596979899100101102103104105106107108109110111112113114115116117118119120121122123124125126127128129130131132133134135136137138139140141142143144145146147148149150151152153154155156157158159160161162163164165166167168169170171172173174175176177178179180181182183184185186187188189190191192193194195196197198199200201202203204205206207208209210211212213214215216217218219220221222223224225226227228229230231232233234235236237238239240241242243244245246247248249250251252253254255256257258259260261262263264265266267268269270271272273274275276277278279280281282283284285286287288289290291292293294295296297298299300301302303304305306307308309310311312313314315316317318319320321322323324325326327328329330331332333334335336337338339340341342343344345346347348349350351352353354355356357358359360361362363364365366367368369370371372373374375376377378379380381382383384385386387388389390391392393394395396397398399400401402403404405406407408409410411412413414415416417418419420421422423424425426427428429430431432433434435436437438439440441442443444445446447448449450451452453454455456457458459460461462463464465466467468469470471472473474475476477478479480481482483484485486487488489490491492493494495496497498499500501502503504505506507508509510511512513514515516517518519520521522523524525526527528529530531532533534535536537538539540541542543544545546547548549550551552553554555556557558559560561562563564565566567568569570571572573574575576577578579580581582583584585586587588589590591592593594595596597598599600601602603604605606607608609610611612613614615616617618619620621622623624625626627628629630631632633634635636637638639640641642643644645646647648649650651652653654655656657658659660661662663664665666667668669670671672673674675676677678679680681682683684685686687688689690691692693694695696697698699700701702703704705706707708709710711712713714715716717718719720721722723724725726727728729730731732733734735736737738739740741742743744745746747748749750751752753754755756757758759760761762763764765766767768769770771772773774775776777778779780781782783784785786787788789790791792793794795796797798799800801802803804805806807808809810811812813814815816817818819820821822823824825826827828829830831832833834835836837838839840841842843844845846847848849850851852853854855856857858859860861862863864865866867868869870871872873874875876877878879880881882883884885886887888889890891892893894895896897898899900901902903904905906907908909910911912913914915916917918919920921922923924925926927928929930931932933934935936937938939940941942943944945946947948949950951952953954955956957958959960961962963964965966967968969970971972973974975976977978979980981982983984985986987988989990991992993994995996997998999100010011002100310041005100610071008100910101011101210131014101510161017101810191020102110221023102410251026102710281029103010311032103310341035103610371038103910401041104210431044104510461047104810491050105110521053105410551056105710581059106010611062106310641065106610671068106910701071107210731074107510761077107810791080108110821083108410851086108710881089109010911092109310941095109610971098109911001101110211031104110511061107110811091110111111121113111411151116111711181119112011211122112311241125112611271128112911301131113211331134113511361137113811391140114111421143114411451146114711481149115011511152115311541155115611571158115911601161116211631164116511661167116811691170117111721173117411751176117711781179118011811182118311841185118611871188118911901191119211931194119511961197119811991200120112021203120412051206120712081209121012111212121312141215121612171218121912201221122212231224122512261227122812291230123112321233123412351236123712381239124012411242124312441245124612471248124912501251125212531254125512561257125812591260126112621263126412651266126712681269127012711272127312741275127612771278127912801281128212831284128512861287128812891290129112921293129412951296129712981299130013011302130313041305130613071308130913101311131213131314131513161317131813191320132113221323132413251326132713281329133013311332133313341335133613371338133913401341134213431344134513461347134813491350135113521353135413551356135713581359136013611362136313641365136613671368136913701371137213731374137513761377137813791380138113821383138413851386138713881389139013911392139313941395139613971398139914001401140214031404140514061407140814091410141114121413141414151416141714181419142014211422142314241425142614271428142914301431143214331434143514361437143814391440144114421443144414451446144714481449145014511452145314541455145614571458145914601461146214631464146514661467146814691470147114721473147414751476147714781479148014811482148314841485148614871488148914901491149214931494149514961497149814991500150115021503150415051506150715081509151015111512151315141515151615171518151915201521152215231524152515261527152815291530153115321533153415351536153715381539154015411542154315441545154615471548154915501551155215531554155515561557155815591560156115621563156415651566156715681569157015711572157315741575157615771578157915801581158215831584158515861587158815891590159115921593159415951596159715981599160016011602160316041605160616071608160916101611161216131614161516161617161816191620162116221623162416251626162716281629163016311632163316341635163616371638163916401641164216431644164516461647164816491650165116521653165416551656165716581659166016611662166316641665166616671668166916701671167216731674167516761677167816791680168116821683168416851686168716881689169016911692169316941695169616971698169917001701170217031704170517061707170817091710171117121713171417151716171717181719172017211722172317241725172617271728172917301731173217331734173517361737173817391740174117421743174417451746174717481749175017511752175317541755175617571758175917601761176217631764176517661767176817691770177117721773177417751776177717781779178017811782178317841785178617871788178917901791179217931794179517961797179817991800180118021803180418051806180718081809181018111812181318141815181618171818181918201821182218231824182518261827182818291830183118321833183418351836183718381839184018411842184318441845184618471848184918501851185218531854185518561857185818591860186118621863186418651866186718681869187018711872187318741875187618771878187918801881188218831884188518861887188818891890189118921893189418951896189718981899190019011902190319041905190619071908190919101911191219131914191519161917191819191920192119221923192419251926192719281929193019311932193319341935193619371938193919401941194219431944194519461947194819491950195119521953195419551956195719581959196019611962196319641965196619671968196919701971197219731974197519761977197819791980198119821983198419851986198719881989199019911992199319941995199619971998199920002001200220032004200520062007200820092010201120122013201420152016201720182019202020212022202320242025202620272028202920302031203220332034203520362037203820392040204120422043204420452046204720482049205020512052205320542055205620572058205920602061206220632064206520662067206820692070207120722073207420752076207720782079208020812082208320842085208620872088208920902091209220932094209520962097209820992100210121022103210421052106210721082109211021112112211321142115211621172118211921202121212221232124212521262127212821292130213121322133213421352136213721382139214021412142214321442145214621472148214921502151215221532154215521562157215821592160216121622163216421652166216721682169217021712172217321742175217621772178217921802181218221832184218521862187218821892190219121922193219421952196219721982199220022012202220322042205220622072208220922102211221222132214221522162217221822192220222122222223222422252226222722282229223022312232223322342235223622372238223922402241224222432244224522462247224822492250225122522253225422552256225722582259226022612262226322642265226622672268226922702271227222732274227522762277227822792280228122822283228422852286228722882289229022912292229322942295229622972298229923002301230223032304230523062307230823092310231123122313231423152316231723182319232023212322232323242325232623272328232923302331233223332334233523362337233823392340234123422343234423452346234723482349235023512352235323542355235623572358235923602361236223632364236523662367236823692370237123722373237423752376237723782379238023812382238323842385238623872388238923902391239223932394239523962397239823992400240124022403240424052406240724082409241024112412241324142415241624172418241924202421242224232424242524262427242824292430243124322433243424352436243724382439244024412442244324442445244624472448244924502451245224532454245524562457245824592460246124622463246424652466246724682469247024712472247324742475247624772478247924802481248224832484248524862487248824892490249124922493249424952496249724982499250025012502250325042505250625072508250925102511251225132514251525162517251825192520252125222523252425252526252725282529253025312532253325342535253625372538253925402541254225432544254525462547254825492550255125522553255425552556255725582559256025612562256325642565256625672568256925702571257225732574257525762577257825792580258125822583258425852586258725882589259025912592259325942595259625972598259926002601260226032604260526062607260826092610261126122613261426152616261726182619262026212622262326242625262626272628262926302631263226332634263526362637263826392640264126422643264426452646264726482649265026512652265326542655265626572658265926602661266226632664266526662667266826692670267126722673267426752676267726782679268026812682268326842685268626872688268926902691269226932694269526962697269826992700270127022703270427052706270727082709271027112712271327142715271627172718271927202721272227232724272527262727272827292730273127322733273427352736273727382739274027412742274327442745274627472748274927502751275227532754275527562757275827592760276127622763276427652766276727682769277027712772277327742775277627772778277927802781278227832784278527862787278827892790279127922793279427952796279727982799280028012802280328042805280628072808280928102811281228132814281528162817281828192820282128222823282428252826282728282829283028312832283328342835283628372838283928402841284228432844284528462847284828492850285128522853285428552856285728582859286028612862286328642865286628672868286928702871287228732874287528762877287828792880288128822883288428852886288728882889289028912892289328942895289628972898289929002901290229032904290529062907290829092910291129122913291429152916291729182919292029212922292329242925292629272928292929302931293229332934293529362937293829392940294129422943294429452946294729482949295029512952295329542955295629572958295929602961296229632964296529662967296829692970297129722973297429752976297729782979298029812982298329842985298629872988298929902991299229932994299529962997299829993000300130023003300430053006300730083009301030113012301330143015301630173018301930203021302230233024302530263027302830293030303130323033303430353036303730383039304030413042304330443045304630473048304930503051305230533054305530563057305830593060306130623063306430653066306730683069307030713072307330743075307630773078307930803081308230833084308530863087308830893090309130923093309430953096309730983099310031013102310331043105310631073108310931103111311231133114311531163117311831193120312131223123312431253126312731283129313031313132313331343135313631373138313931403141314231433144314531463147314831493150315131523153315431553156315731583159316031613162316331643165316631673168316931703171317231733174317531763177317831793180318131823183318431853186318731883189319031913192319331943195319631973198319932003201320232033204320532063207320832093210321132123213321432153216321732183219322032213222322332243225322632273228322932303231323232333234323532363237323832393240324132423243324432453246324732483249325032513252325332543255325632573258325932603261326232633264326532663267326832693270327132723273327432753276327732783279328032813282328332843285328632873288328932903291329232933294329532963297329832993300330133023303330433053306330733083309331033113312331333143315331633173318331933203321332233233324332533263327332833293330333133323333333433353336333733383339334033413342334333443345334633473348334933503351335233533354335533563357335833593360336133623363336433653366336733683369337033713372337333743375337633773378337933803381338233833384338533863387338833893390339133923393339433953396339733983399340034013402340334043405340634073408340934103411341234133414341534163417341834193420342134223423342434253426342734283429343034313432343334343435343634373438343934403441344234433444344534463447344834493450345134523453345434553456345734583459346034613462346334643465346634673468346934703471347234733474347534763477347834793480348134823483348434853486348734883489349034913492349334943495349634973498349935003501350235033504350535063507350835093510351135123513351435153516351735183519352035213522352335243525352635273528352935303531353235333534353535363537353835393540354135423543354435453546354735483549355035513552355335543555355635573558355935603561356235633564356535663567356835693570357135723573357435753576357735783579358035813582358335843585358635873588358935903591359235933594359535963597359835993600360136023603360436053606360736083609361036113612361336143615361636173618361936203621362236233624362536263627362836293630363136323633363436353636363736383639364036413642364336443645364636473648364936503651365236533654365536563657365836593660366136623663366436653666366736683669367036713672367336743675367636773678367936803681368236833684368536863687
  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. std::vector<std::string> logLines;
  1149. bool customSpell = false;
  1150. if(sc->affectedCres.size() == 1)
  1151. {
  1152. const CStack * attackedStack = curInt->cb->battleGetStackByID(*sc->affectedCres.begin(), false);
  1153. const std::string attackedName = attackedStack->getName();
  1154. const std::string attackedNameSing = attackedStack->getCreature()->nameSing;
  1155. const std::string attackedNamePl = attackedStack->getCreature()->namePl;
  1156. if(sc->castedByHero)
  1157. {
  1158. const std::string fmt = CGI->generaltexth->allTexts[195];
  1159. logLines.push_back(boost::to_string(boost::format(fmt) % casterName % spellName % attackedNamePl));
  1160. }
  1161. else
  1162. {
  1163. auto getPluralText = [attackedStack, attackedName](const int baseTextID) -> std::string
  1164. {
  1165. std::string res = CGI->generaltexth->allTexts[(attackedStack->count > 1 ? baseTextID+1 : baseTextID)];
  1166. boost::algorithm::replace_first(res, "%s", attackedName);
  1167. return res;
  1168. };
  1169. customSpell = true; //in most following cases text is custom
  1170. switch(sc->id)
  1171. {
  1172. case SpellID::STONE_GAZE:
  1173. logLines.push_back(getPluralText(558));
  1174. break;
  1175. case SpellID::POISON:
  1176. logLines.push_back(getPluralText(561));
  1177. break;
  1178. case SpellID::BIND:
  1179. {
  1180. //Roots and vines bind the %s to the ground!
  1181. boost::format text(CGI->generaltexth->allTexts[560]);
  1182. text % attackedNamePl;
  1183. logLines.push_back(text.str());
  1184. }
  1185. break;
  1186. case SpellID::DISEASE:
  1187. logLines.push_back(getPluralText(553));
  1188. break;
  1189. case SpellID::PARALYZE:
  1190. logLines.push_back(getPluralText(563));
  1191. break;
  1192. case SpellID::AGE:
  1193. {
  1194. boost::format text(getPluralText(551));
  1195. //The %s shrivel with age, and lose %d hit points."
  1196. TBonusListPtr bl = attackedStack->getBonuses(Selector::type(Bonus::STACK_HEALTH));
  1197. const int fullHP = bl->totalValue();
  1198. bl->remove_if(Selector::source(Bonus::SPELL_EFFECT, SpellID::AGE));
  1199. text % (fullHP - bl->totalValue());
  1200. logLines.push_back(text.str());
  1201. }
  1202. break;
  1203. case SpellID::THUNDERBOLT:
  1204. {
  1205. std::string text = CGI->generaltexth->allTexts[367];
  1206. boost::algorithm::replace_first(text, "%s", attackedNamePl);
  1207. logLines.push_back(text);
  1208. text = CGI->generaltexth->allTexts[343].substr(1, CGI->generaltexth->allTexts[343].size() - 1); //Does %d points of damage.
  1209. boost::algorithm::replace_first(text, "%d", boost::lexical_cast<std::string>(sc->dmgToDisplay)); //no more text afterwards
  1210. logLines.push_back(text);
  1211. }
  1212. break;
  1213. case SpellID::DISPEL_HELPFUL_SPELLS:
  1214. {
  1215. boost::format text(CGI->generaltexth->allTexts[555]);
  1216. text % attackedNamePl;
  1217. logLines.push_back(text.str());
  1218. }
  1219. break;
  1220. case SpellID::DEATH_STARE:
  1221. if (sc->dmgToDisplay)
  1222. {
  1223. std::string text;
  1224. if (sc->dmgToDisplay > 1)
  1225. {
  1226. text = CGI->generaltexth->allTexts[119]; //%d %s die under the terrible gaze of the %s.
  1227. boost::algorithm::replace_first(text, "%d", boost::lexical_cast<std::string>(sc->dmgToDisplay));
  1228. boost::algorithm::replace_first(text, "%s", attackedNamePl);
  1229. }
  1230. else
  1231. {
  1232. text = CGI->generaltexth->allTexts[118]; //One %s dies under the terrible gaze of the %s.
  1233. boost::algorithm::replace_first(text, "%s", attackedNameSing);
  1234. }
  1235. boost::algorithm::replace_first(text, "%s", casterName); //casting stack
  1236. logLines.push_back(text);
  1237. }
  1238. break;
  1239. default:
  1240. {
  1241. boost::format text(CGI->generaltexth->allTexts[565]); //The %s casts %s
  1242. text % casterName % spellName;
  1243. customSpell = false;
  1244. logLines.push_back(text.str());
  1245. }
  1246. break;
  1247. }
  1248. }
  1249. }
  1250. else
  1251. {
  1252. boost::format text(CGI->generaltexth->allTexts[196]);
  1253. text % casterName % spellName;
  1254. logLines.push_back(text.str());
  1255. }
  1256. if(sc->dmgToDisplay && !customSpell)
  1257. {
  1258. boost::format dmgInfo(CGI->generaltexth->allTexts[376]);
  1259. dmgInfo % spellName % sc->dmgToDisplay;
  1260. logLines.push_back(dmgInfo.str());
  1261. }
  1262. for(auto line : logLines)
  1263. console->addText(line);
  1264. waitForAnims();
  1265. //mana absorption
  1266. if(sc->manaGained > 0)
  1267. {
  1268. Point leftHero = Point(15, 30) + pos;
  1269. Point rightHero = Point(755, 30) + pos;
  1270. addNewAnim(new CSpellEffectAnimation(this, sc->side ? "SP07_A.DEF" : "SP07_B.DEF", leftHero.x, leftHero.y, 0, 0, false));
  1271. addNewAnim(new CSpellEffectAnimation(this, sc->side ? "SP07_B.DEF" : "SP07_A.DEF", rightHero.x, rightHero.y, 0, 0, false));
  1272. }
  1273. }
  1274. void CBattleInterface::battleStacksEffectsSet(const SetStackEffect & sse)
  1275. {
  1276. if (sse.effect.back().sid == -1 && sse.stacks.size() == 1 && sse.effect.size() == 2)
  1277. {
  1278. const Bonus & bns = sse.effect.front();
  1279. if (bns.source == Bonus::OTHER && bns.type == Bonus::PRIMARY_SKILL)
  1280. {
  1281. //defensive stance
  1282. const CStack * stack = LOCPLINT->cb->battleGetStackByID(*sse.stacks.begin());
  1283. int txtid = 120;
  1284. if(stack->count != 1)
  1285. txtid++; //move to plural text
  1286. BonusList defenseBonuses = *(stack->getBonuses(Selector::typeSubtype(Bonus::PRIMARY_SKILL, PrimarySkill::DEFENSE)));
  1287. defenseBonuses.remove_if(Bonus::UntilGetsTurn); //remove bonuses gained from defensive stance
  1288. int val = stack->Defense() - defenseBonuses.totalValue();
  1289. auto txt = boost::format (CGI->generaltexth->allTexts[txtid]) % ((stack->count != 1) ? stack->getCreature()->namePl : stack->getCreature()->nameSing) % val;
  1290. console->addText(boost::to_string(txt));
  1291. }
  1292. }
  1293. if (activeStack != nullptr) //it can be -1 when a creature casts effect
  1294. {
  1295. redrawBackgroundWithHexes(activeStack);
  1296. }
  1297. }
  1298. void CBattleInterface::castThisSpell(SpellID spellID)
  1299. {
  1300. auto ba = new BattleAction;
  1301. ba->actionType = Battle::HERO_SPELL;
  1302. ba->additionalInfo = spellID; //spell number
  1303. ba->destinationTile = -1;
  1304. ba->stackNumber = (attackingHeroInstance->tempOwner == curInt->playerID) ? -1 : -2;
  1305. ba->side = defendingHeroInstance ? (curInt->playerID == defendingHeroInstance->tempOwner) : false;
  1306. spellToCast = ba;
  1307. spellDestSelectMode = true;
  1308. creatureCasting = false;
  1309. //choosing possible tragets
  1310. const CGHeroInstance * castingHero = (attackingHeroInstance->tempOwner == curInt->playerID) ? attackingHeroInstance : defendingHeroInstance;
  1311. assert(castingHero); // code below assumes non-null hero
  1312. sp = spellID.toSpell();
  1313. spellSelMode = ANY_LOCATION;
  1314. const CSpell::TargetInfo ti = sp->getTargetInfo(castingHero->getSpellSchoolLevel(sp));
  1315. if(ti.massive || ti.type == CSpell::NO_TARGET)
  1316. spellSelMode = NO_LOCATION;
  1317. else if(ti.type == CSpell::LOCATION && ti.clearAffected)
  1318. {
  1319. spellSelMode = FREE_LOCATION;
  1320. }
  1321. else if(ti.type == CSpell::CREATURE)
  1322. {
  1323. if(ti.smart)
  1324. spellSelMode = selectionTypeByPositiveness(*sp);
  1325. else
  1326. spellSelMode = ANY_CREATURE;
  1327. }
  1328. else if(ti.type == CSpell::OBSTACLE)
  1329. {
  1330. spellSelMode = OBSTACLE;
  1331. }
  1332. if (spellSelMode == NO_LOCATION) //user does not have to select location
  1333. {
  1334. spellToCast->destinationTile = -1;
  1335. curInt->cb->battleMakeAction(spellToCast);
  1336. endCastingSpell();
  1337. }
  1338. else
  1339. {
  1340. possibleActions.clear();
  1341. possibleActions.push_back (spellSelMode); //only this one action can be performed at the moment
  1342. GH.fakeMouseMove();//update cursor
  1343. }
  1344. }
  1345. void CBattleInterface::displayEffect(ui32 effect, int destTile, bool areaEffect)
  1346. {
  1347. //todo: recheck areaEffect usage
  1348. addNewAnim(new CSpellEffectAnimation(this, effect, destTile, 0, 0, false));
  1349. }
  1350. void CBattleInterface::displaySpellEffect(SpellID spellID, BattleHex destinationTile, bool areaEffect)
  1351. {
  1352. const CSpell * spell = spellID.toSpell();
  1353. if(spell == nullptr)
  1354. return;
  1355. for(const CSpell::TAnimation & animation : spell->animationInfo.affect)
  1356. {
  1357. addNewAnim(new CSpellEffectAnimation(this, animation.resourceName, destinationTile, false, animation.verticalPosition == VerticalPosition::BOTTOM));
  1358. }
  1359. }
  1360. void CBattleInterface::displaySpellHit(SpellID spellID, BattleHex destinationTile, bool areaEffect)
  1361. {
  1362. const CSpell * spell = spellID.toSpell();
  1363. if(spell == nullptr)
  1364. return;
  1365. for(const CSpell::TAnimation & animation : spell->animationInfo.hit)
  1366. {
  1367. addNewAnim(new CSpellEffectAnimation(this, animation.resourceName, destinationTile, false, animation.verticalPosition == VerticalPosition::BOTTOM));
  1368. }
  1369. }
  1370. void CBattleInterface::battleTriggerEffect(const BattleTriggerEffect & bte)
  1371. {
  1372. const CStack * stack = curInt->cb->battleGetStackByID(bte.stackID);
  1373. //don't show animation when no HP is regenerated
  1374. switch (bte.effect)
  1375. {
  1376. case Bonus::HP_REGENERATION:
  1377. displayEffect(74, stack->position);
  1378. CCS->soundh->playSound(soundBase::REGENER);
  1379. break;
  1380. case Bonus::MANA_DRAIN:
  1381. displayEffect(77, stack->position);
  1382. CCS->soundh->playSound(soundBase::MANADRAI);
  1383. break;
  1384. case Bonus::POISON:
  1385. displayEffect(67, stack->position);
  1386. CCS->soundh->playSound(soundBase::POISON);
  1387. break;
  1388. case Bonus::FEAR:
  1389. displayEffect(15, stack->position);
  1390. CCS->soundh->playSound(soundBase::FEAR);
  1391. break;
  1392. case Bonus::MORALE:
  1393. {
  1394. std::string hlp = CGI->generaltexth->allTexts[33];
  1395. boost::algorithm::replace_first(hlp,"%s",(stack->getName()));
  1396. displayEffect(20,stack->position);
  1397. CCS->soundh->playSound(soundBase::GOODMRLE);
  1398. console->addText(hlp);
  1399. break;
  1400. }
  1401. default:
  1402. return;
  1403. }
  1404. //waitForAnims(); //fixme: freezes game :?
  1405. }
  1406. void CBattleInterface::setAnimSpeed(int set)
  1407. {
  1408. Settings speed = settings.write["battle"]["animationSpeed"];
  1409. speed->Float() = float(set) / 100;
  1410. }
  1411. int CBattleInterface::getAnimSpeed() const
  1412. {
  1413. return vstd::round(settings["battle"]["animationSpeed"].Float() * 100);
  1414. }
  1415. CPlayerInterface * CBattleInterface::getCurrentPlayerInterface() const
  1416. {
  1417. return curInt.get();
  1418. }
  1419. void CBattleInterface::setActiveStack(const CStack * stack)
  1420. {
  1421. if (activeStack) // update UI
  1422. creAnims[activeStack->ID]->setBorderColor(AnimationControls::getNoBorder());
  1423. activeStack = stack;
  1424. if (activeStack) // update UI
  1425. creAnims[activeStack->ID]->setBorderColor(AnimationControls::getGoldBorder());
  1426. blockUI(activeStack == nullptr);
  1427. }
  1428. void CBattleInterface::setHoveredStack(const CStack * stack)
  1429. {
  1430. if (mouseHoveredStack)
  1431. creAnims[mouseHoveredStack->ID]->setBorderColor(AnimationControls::getNoBorder());
  1432. // stack must be alive and not active (which uses gold border instead)
  1433. if (stack && stack->alive() && stack != activeStack)
  1434. {
  1435. mouseHoveredStack = stack;
  1436. if (mouseHoveredStack)
  1437. {
  1438. creAnims[mouseHoveredStack->ID]->setBorderColor(AnimationControls::getBlueBorder());
  1439. if (creAnims[mouseHoveredStack->ID]->framesInGroup(CCreatureAnim::MOUSEON) > 0)
  1440. creAnims[mouseHoveredStack->ID]->playOnce(CCreatureAnim::MOUSEON);
  1441. }
  1442. }
  1443. else
  1444. mouseHoveredStack = nullptr;
  1445. }
  1446. void CBattleInterface::activateStack()
  1447. {
  1448. myTurn = true;
  1449. if(!!attackerInt && defenderInt) //hotseat -> need to pick which interface "takes over" as active
  1450. curInt = attackerInt->playerID == stackToActivate->owner ? attackerInt : defenderInt;
  1451. setActiveStack(stackToActivate);
  1452. stackToActivate = nullptr;
  1453. const CStack *s = activeStack;
  1454. queue->update();
  1455. redrawBackgroundWithHexes(activeStack);
  1456. //set casting flag to true if creature can use it to not check it every time
  1457. const Bonus *spellcaster = s->getBonusLocalFirst(Selector::type(Bonus::SPELLCASTER)),
  1458. *randomSpellcaster = s->getBonusLocalFirst(Selector::type(Bonus::RANDOM_SPELLCASTER));
  1459. if (s->casts && (spellcaster || randomSpellcaster))
  1460. {
  1461. stackCanCastSpell = true;
  1462. if(randomSpellcaster)
  1463. creatureSpellToCast = -1; //spell will be set later on cast
  1464. creatureSpellToCast = curInt->cb->battleGetRandomStackSpell(s, CBattleInfoCallback::RANDOM_AIMED); //faerie dragon can cast only one spell until their next move
  1465. //TODO: what if creature can cast BOTH random genie spell and aimed spell?
  1466. }
  1467. else
  1468. {
  1469. stackCanCastSpell = false;
  1470. creatureSpellToCast = -1;
  1471. }
  1472. getPossibleActionsForStack (s);
  1473. GH.fakeMouseMove();
  1474. }
  1475. void CBattleInterface::endCastingSpell()
  1476. {
  1477. assert(spellDestSelectMode);
  1478. vstd::clear_pointer(spellToCast);
  1479. sp = nullptr;
  1480. spellDestSelectMode = false;
  1481. CCS->curh->changeGraphic(ECursor::COMBAT, ECursor::COMBAT_POINTER);
  1482. if (activeStack)
  1483. {
  1484. getPossibleActionsForStack (activeStack); //restore actions after they were cleared
  1485. myTurn = true;
  1486. }
  1487. }
  1488. void CBattleInterface::getPossibleActionsForStack(const CStack * stack)
  1489. {
  1490. possibleActions.clear();
  1491. if (tacticsMode)
  1492. {
  1493. possibleActions.push_back(MOVE_TACTICS);
  1494. possibleActions.push_back(CHOOSE_TACTICS_STACK);
  1495. }
  1496. else
  1497. {
  1498. //first action will be prioritized over later ones
  1499. if (stack->casts) //TODO: check for battlefield effects that prevent casting?
  1500. {
  1501. if (stack->hasBonusOfType (Bonus::SPELLCASTER))
  1502. {
  1503. //TODO: poll possible spells
  1504. const CSpell * spell;
  1505. BonusList spellBonuses = *stack->getBonuses (Selector::type(Bonus::SPELLCASTER));
  1506. for (Bonus * spellBonus : spellBonuses)
  1507. {
  1508. spell = CGI->spellh->objects[spellBonus->subtype];
  1509. switch (spellBonus->subtype)
  1510. {
  1511. case SpellID::REMOVE_OBSTACLE:
  1512. possibleActions.push_back (OBSTACLE);
  1513. break;
  1514. default:
  1515. possibleActions.push_back (selectionTypeByPositiveness (*spell));
  1516. break;
  1517. }
  1518. }
  1519. std::sort(possibleActions.begin(), possibleActions.end());
  1520. auto it = std::unique (possibleActions.begin(), possibleActions.end());
  1521. possibleActions.erase (it, possibleActions.end());
  1522. }
  1523. if (stack->hasBonusOfType (Bonus::RANDOM_SPELLCASTER))
  1524. possibleActions.push_back (RANDOM_GENIE_SPELL);
  1525. if (stack->hasBonusOfType (Bonus::DAEMON_SUMMONING))
  1526. possibleActions.push_back (RISE_DEMONS);
  1527. }
  1528. if (stack->shots && stack->hasBonusOfType (Bonus::SHOOTER))
  1529. possibleActions.push_back (SHOOT);
  1530. if (stack->hasBonusOfType (Bonus::RETURN_AFTER_STRIKE))
  1531. possibleActions.push_back (ATTACK_AND_RETURN);
  1532. possibleActions.push_back(ATTACK); //all active stacks can attack
  1533. possibleActions.push_back(WALK_AND_ATTACK); //not all stacks can always walk, but we will check this elsewhere
  1534. if (stack->canMove() && stack->Speed()) //probably no reason to try move war machines or bound stacks
  1535. possibleActions.push_back (MOVE_STACK); //all active stacks can attack
  1536. if (siegeH && stack->hasBonusOfType (Bonus::CATAPULT)) //TODO: check shots
  1537. possibleActions.push_back (CATAPULT);
  1538. if (stack->hasBonusOfType (Bonus::HEALER))
  1539. possibleActions.push_back (HEAL);
  1540. }
  1541. }
  1542. void CBattleInterface::printConsoleAttacked( const CStack * defender, int dmg, int killed, const CStack * attacker, bool multiple )
  1543. {
  1544. std::string formattedText;
  1545. if (attacker) //ignore if stacks were killed by spell
  1546. {
  1547. boost::format txt = boost::format (CGI->generaltexth->allTexts[attacker->count > 1 ? 377 : 376]) %
  1548. (attacker->count > 1 ? attacker->getCreature()->namePl : attacker->getCreature()->nameSing) % dmg;
  1549. formattedText.append(boost::to_string(txt));
  1550. }
  1551. if(killed > 0)
  1552. {
  1553. if (attacker)
  1554. formattedText.append(" ");
  1555. boost::format txt;
  1556. if(killed > 1)
  1557. {
  1558. txt = boost::format (CGI->generaltexth->allTexts[379]) % killed % (multiple ? CGI->generaltexth->allTexts[43] : defender->getCreature()->namePl); // creatures perish
  1559. }
  1560. else //killed == 1
  1561. {
  1562. txt = boost::format (CGI->generaltexth->allTexts[378]) % (multiple ? CGI->generaltexth->allTexts[42] : defender->getCreature()->nameSing); // creature perishes
  1563. }
  1564. std::string trimmed = boost::to_string(txt);
  1565. boost::algorithm::trim(trimmed); // these default h3 texts have unnecessary new lines, so get rid of them before displaying
  1566. formattedText.append(trimmed);
  1567. }
  1568. console->addText(formattedText);
  1569. }
  1570. void CBattleInterface::endAction(const BattleAction* action)
  1571. {
  1572. const CStack * stack = curInt->cb->battleGetStackByID(action->stackNumber);
  1573. if(action->actionType == Battle::HERO_SPELL)
  1574. {
  1575. if(action->side)
  1576. defendingHero->setPhase(0);
  1577. else
  1578. attackingHero->setPhase(0);
  1579. }
  1580. if(stack && action->actionType == Battle::WALK &&
  1581. !creAnims[action->stackNumber]->isIdle()) //walk or walk & attack
  1582. {
  1583. pendingAnims.push_back(std::make_pair(new CMovementEndAnimation(this, stack, action->destinationTile), false));
  1584. }
  1585. //check if we should reverse stacks
  1586. //for some strange reason, it's not enough
  1587. TStacks stacks = curInt->cb->battleGetStacks(CBattleCallback::MINE_AND_ENEMY);
  1588. for(const CStack *s : stacks)
  1589. {
  1590. if(s && creDir[s->ID] != bool(s->attackerOwned) && s->alive()
  1591. && creAnims[s->ID]->isIdle())
  1592. {
  1593. addNewAnim(new CReverseAnimation(this, s, s->position, false));
  1594. }
  1595. }
  1596. queue->update();
  1597. if(tacticsMode) //stack ended movement in tactics phase -> select the next one
  1598. bTacticNextStack(stack);
  1599. 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
  1600. redrawBackgroundWithHexes(activeStack);
  1601. if(activeStack && !animsAreDisplayed.get() && pendingAnims.empty() && !active)
  1602. {
  1603. logGlobal->warnStream() << "Something wrong... interface was deactivated but there is no animation. Reactivating...";
  1604. blockUI(false);
  1605. }
  1606. else
  1607. {
  1608. // block UI if no active stack (e.g. enemy turn);
  1609. blockUI(activeStack == nullptr);
  1610. }
  1611. }
  1612. void CBattleInterface::hideQueue()
  1613. {
  1614. Settings showQueue = settings.write["battle"]["showQueue"];
  1615. showQueue->Bool() = false;
  1616. queue->deactivate();
  1617. if(!queue->embedded)
  1618. {
  1619. moveBy(Point(0, -queue->pos.h / 2));
  1620. GH.totalRedraw();
  1621. }
  1622. }
  1623. void CBattleInterface::showQueue()
  1624. {
  1625. Settings showQueue = settings.write["battle"]["showQueue"];
  1626. showQueue->Bool() = true;
  1627. queue->activate();
  1628. if(!queue->embedded)
  1629. {
  1630. moveBy(Point(0, +queue->pos.h / 2));
  1631. GH.totalRedraw();
  1632. }
  1633. }
  1634. void CBattleInterface::blockUI(bool on)
  1635. {
  1636. ESpellCastProblem::ESpellCastProblem spellcastingProblem;
  1637. bool canCastSpells = curInt->cb->battleCanCastSpell(&spellcastingProblem);
  1638. bool canWait = activeStack ? !activeStack->waited() : false;
  1639. bOptions->block(on);
  1640. bFlee->block(on || !curInt->cb->battleCanFlee());
  1641. bSurrender->block(on || curInt->cb->battleGetSurrenderCost() < 0);
  1642. // block only if during enemy turn and auto-fight is off
  1643. // othervice - crash on accessing non-exisiting active stack
  1644. bAutofight->block(!curInt->isAutoFightOn && !activeStack);
  1645. if(tacticsMode && btactEnd && btactNext)
  1646. {
  1647. btactNext->block(on);
  1648. btactEnd->block(on);
  1649. }
  1650. else
  1651. {
  1652. bConsoleUp->block(on);
  1653. bConsoleDown->block(on);
  1654. }
  1655. //if magic is blocked, we leave button active, so the message can be displayed (cf bug #97)
  1656. bSpell->block(on || (!canCastSpells && spellcastingProblem != ESpellCastProblem::MAGIC_IS_BLOCKED));
  1657. bWait->block(on || tacticsMode || !canWait);
  1658. bDefence->block(on || tacticsMode);
  1659. }
  1660. void CBattleInterface::startAction(const BattleAction* action)
  1661. {
  1662. //setActiveStack(nullptr);
  1663. setHoveredStack(nullptr);
  1664. blockUI(true);
  1665. if(action->actionType == Battle::END_TACTIC_PHASE)
  1666. {
  1667. SDL_FreeSurface(menu);
  1668. menu = BitmapHandler::loadBitmap("CBAR.bmp");
  1669. graphics->blueToPlayersAdv(menu, curInt->playerID);
  1670. return;
  1671. }
  1672. const CStack *stack = curInt->cb->battleGetStackByID(action->stackNumber);
  1673. if(stack)
  1674. {
  1675. queue->update();
  1676. }
  1677. else
  1678. {
  1679. assert(action->actionType == Battle::HERO_SPELL); //only cast spell is valid action without acting stack number
  1680. }
  1681. if(action->actionType == Battle::WALK
  1682. || (action->actionType == Battle::WALK_AND_ATTACK && action->destinationTile != stack->position))
  1683. {
  1684. assert(stack);
  1685. moveStarted = true;
  1686. if(creAnims[action->stackNumber]->framesInGroup(CCreatureAnim::MOVE_START))
  1687. {
  1688. pendingAnims.push_back(std::make_pair(new CMovementStartAnimation(this, stack), false));
  1689. }
  1690. }
  1691. redraw(); // redraw after deactivation, including proper handling of hovered hexes
  1692. if (action->actionType == Battle::HERO_SPELL) //when hero casts spell
  1693. {
  1694. if(action->side)
  1695. defendingHero->setPhase(4);
  1696. else
  1697. attackingHero->setPhase(4);
  1698. return;
  1699. }
  1700. if(!stack)
  1701. {
  1702. logGlobal->errorStream()<<"Something wrong with stackNumber in actionStarted. Stack number: "<<action->stackNumber;
  1703. return;
  1704. }
  1705. int txtid = 0;
  1706. switch(action->actionType)
  1707. {
  1708. case Battle::WAIT:
  1709. txtid = 136;
  1710. break;
  1711. case Battle::BAD_MORALE:
  1712. txtid = -34; //negative -> no separate singular/plural form
  1713. displayEffect(30,stack->position);
  1714. CCS->soundh->playSound(soundBase::BADMRLE);
  1715. break;
  1716. }
  1717. if(txtid > 0 && stack->count != 1)
  1718. txtid++; //move to plural text
  1719. else if(txtid < 0)
  1720. txtid = -txtid;
  1721. if(txtid)
  1722. {
  1723. std::string name = (stack->count != 1) ? stack->getCreature()->namePl.c_str() : stack->getCreature()->nameSing.c_str();
  1724. console->addText((boost::format(CGI->generaltexth->allTexts[txtid].c_str()) % name).str());
  1725. }
  1726. //displaying special abilities
  1727. switch (action->actionType)
  1728. {
  1729. case Battle::STACK_HEAL:
  1730. displayEffect(74, action->destinationTile);
  1731. CCS->soundh->playSound(soundBase::REGENER);
  1732. break;
  1733. }
  1734. }
  1735. void CBattleInterface::waitForAnims()
  1736. {
  1737. auto unlockPim = vstd::makeUnlockGuard(*LOCPLINT->pim);
  1738. animsAreDisplayed.waitWhileTrue();
  1739. }
  1740. void CBattleInterface::bEndTacticPhase()
  1741. {
  1742. setActiveStack(nullptr);
  1743. blockUI(true);
  1744. tacticsMode = false;
  1745. }
  1746. static bool immobile(const CStack *s)
  1747. {
  1748. return !s->Speed(0, true); //should bound stacks be immobile?
  1749. }
  1750. void CBattleInterface::bTacticNextStack(const CStack *current /*= nullptr*/)
  1751. {
  1752. if(!current)
  1753. current = activeStack;
  1754. //no switching stacks when the current one is moving
  1755. waitForAnims();
  1756. TStacks stacksOfMine = tacticianInterface->cb->battleGetStacks(CBattleCallback::ONLY_MINE);
  1757. stacksOfMine.erase(std::remove_if(stacksOfMine.begin(), stacksOfMine.end(), &immobile), stacksOfMine.end());
  1758. auto it = vstd::find(stacksOfMine, current);
  1759. if(it != stacksOfMine.end() && ++it != stacksOfMine.end())
  1760. stackActivated(*it);
  1761. else
  1762. stackActivated(stacksOfMine.front());
  1763. }
  1764. CBattleInterface::PossibleActions CBattleInterface::selectionTypeByPositiveness(const CSpell & spell)
  1765. {
  1766. switch(spell.positiveness)
  1767. {
  1768. case CSpell::NEGATIVE :
  1769. return HOSTILE_CREATURE_SPELL;
  1770. case CSpell::NEUTRAL:
  1771. return ANY_CREATURE;
  1772. case CSpell::POSITIVE:
  1773. return FRIENDLY_CREATURE_SPELL;
  1774. }
  1775. assert(0);
  1776. return NO_LOCATION; //should never happen
  1777. }
  1778. std::string formatDmgRange(std::pair<ui32, ui32> dmgRange)
  1779. {
  1780. if(dmgRange.first != dmgRange.second)
  1781. return (boost::format("%d - %d") % dmgRange.first % dmgRange.second).str();
  1782. else
  1783. return (boost::format("%d") % dmgRange.first).str();
  1784. }
  1785. bool CBattleInterface::canStackMoveHere (const CStack * activeStack, BattleHex myNumber)
  1786. {
  1787. std::vector<BattleHex> acc = curInt->cb->battleGetAvailableHexes (activeStack, false);
  1788. int shiftedDest = myNumber + (activeStack->attackerOwned ? 1 : -1);
  1789. if (vstd::contains(acc, myNumber))
  1790. return true;
  1791. else if (activeStack->doubleWide() && vstd::contains(acc, shiftedDest))
  1792. return true;
  1793. else
  1794. return false;
  1795. }
  1796. void CBattleInterface::handleHex(BattleHex myNumber, int eventType)
  1797. {
  1798. if(!myTurn) //we are not permit to do anything
  1799. return;
  1800. // This function handles mouse move over hexes and l-clicking on them.
  1801. // First we decide what happens if player clicks on this hex and set appropriately
  1802. // consoleMsg, cursorFrame/Type and prepare lambda realizeAction.
  1803. //
  1804. // Then, depending whether it was hover/click we either call the action or set tooltip/cursor.
  1805. //used when hovering -> tooltip message and cursor to be set
  1806. std::string consoleMsg;
  1807. bool setCursor = true; //if we want to suppress setting cursor
  1808. ECursor::ECursorTypes cursorType = ECursor::COMBAT;
  1809. int cursorFrame = ECursor::COMBAT_POINTER; //TODO: is this line used?
  1810. //used when l-clicking -> action to be called upon the click
  1811. std::function<void()> realizeAction;
  1812. const CStack * const sactive = activeStack;
  1813. //Get stack on the hex - first try to grab the alive one, if not found -> allow dead stacks.
  1814. const CStack *shere = curInt->cb->battleGetStackByPos(myNumber, true);
  1815. if(!shere)
  1816. shere = curInt->cb->battleGetStackByPos(myNumber, false);
  1817. if (!sactive)
  1818. return;
  1819. bool ourStack = false;
  1820. if (shere)
  1821. ourStack = shere->owner == curInt->playerID;
  1822. //stack changed, update selection border
  1823. if (shere != mouseHoveredStack)
  1824. {
  1825. setHoveredStack(shere);
  1826. }
  1827. localActions.clear();
  1828. illegalActions.clear();
  1829. for (PossibleActions action : possibleActions)
  1830. {
  1831. bool legalAction = false; //this action is legal and can be performed
  1832. bool notLegal = false; //this action is not legal and should display message
  1833. switch (action)
  1834. {
  1835. case CHOOSE_TACTICS_STACK:
  1836. if (shere && ourStack)
  1837. legalAction = true;
  1838. break;
  1839. case MOVE_TACTICS:
  1840. case MOVE_STACK:
  1841. {
  1842. if (!(shere && shere->alive())) //we can walk on dead stacks
  1843. {
  1844. if (canStackMoveHere (sactive, myNumber))
  1845. legalAction = true;
  1846. }
  1847. break;
  1848. }
  1849. case ATTACK:
  1850. case WALK_AND_ATTACK:
  1851. case ATTACK_AND_RETURN:
  1852. {
  1853. if (curInt->cb->battleCanAttack(sactive, shere, myNumber))
  1854. {
  1855. if (isTileAttackable(myNumber)) // move isTileAttackable to be part of battleCanAttack?
  1856. {
  1857. setBattleCursor(myNumber); // temporary - needed for following function :(
  1858. BattleHex attackFromHex = fromWhichHexAttack(myNumber);
  1859. if (attackFromHex >= 0) //we can be in this line when unreachable creature is L - clicked (as of revision 1308)
  1860. legalAction = true;
  1861. }
  1862. }
  1863. }
  1864. break;
  1865. case SHOOT:
  1866. if(curInt->cb->battleCanShoot (activeStack, myNumber))
  1867. legalAction = true;
  1868. break;
  1869. case ANY_LOCATION:
  1870. if (myNumber > -1) //TODO: this should be checked for all actions
  1871. {
  1872. creatureCasting = stackCanCastSpell && !spellDestSelectMode; //as isCastingPossibleHere is not called
  1873. legalAction = true;
  1874. }
  1875. break;
  1876. case ANY_CREATURE:
  1877. if (shere && shere->alive() && isCastingPossibleHere (sactive, shere, myNumber))
  1878. legalAction = true;
  1879. break;
  1880. case HOSTILE_CREATURE_SPELL:
  1881. if (shere && shere->alive() && !ourStack && isCastingPossibleHere (sactive, shere, myNumber))
  1882. legalAction = true;
  1883. break;
  1884. case FRIENDLY_CREATURE_SPELL:
  1885. {
  1886. if (isCastingPossibleHere (sactive, shere, myNumber)) //need to be called before sp is determined
  1887. {
  1888. bool rise = false; //TODO: can you imagine rising hostile creatures?
  1889. sp = CGI->spellh->objects[creatureCasting ? creatureSpellToCast : spellToCast->additionalInfo];
  1890. if (sp && sp->isRisingSpell())
  1891. rise = true;
  1892. if (shere && (shere->alive() || rise) && ourStack)
  1893. legalAction = true;
  1894. }
  1895. break;
  1896. }
  1897. case RANDOM_GENIE_SPELL:
  1898. {
  1899. if (shere && ourStack && shere != sactive) //only positive spells for other allied creatures
  1900. {
  1901. int spellID = curInt->cb->battleGetRandomStackSpell(shere, CBattleInfoCallback::RANDOM_GENIE);
  1902. if (spellID > -1)
  1903. {
  1904. legalAction = true;
  1905. }
  1906. }
  1907. }
  1908. break;
  1909. case OBSTACLE:
  1910. if (isCastingPossibleHere (sactive, shere, myNumber))
  1911. legalAction = true;
  1912. break;
  1913. case TELEPORT:
  1914. {
  1915. ui8 skill = 0;
  1916. if (creatureCasting)
  1917. skill = sactive->getSpellSchoolLevel(SpellID(SpellID::TELEPORT).toSpell());
  1918. else
  1919. skill = getActiveHero()->getSpellSchoolLevel (CGI->spellh->objects[spellToCast->additionalInfo]);
  1920. //TODO: explicitely save power, skill
  1921. if (curInt->cb->battleCanTeleportTo(selectedStack, myNumber, skill))
  1922. legalAction = true;
  1923. else
  1924. notLegal = true;
  1925. }
  1926. break;
  1927. case SACRIFICE: //choose our living stack to sacrifice
  1928. if (shere && shere != selectedStack && ourStack && shere->alive())
  1929. legalAction = true;
  1930. else
  1931. notLegal = true;
  1932. break;
  1933. case FREE_LOCATION:
  1934. {
  1935. ui8 side = curInt->cb->battleGetMySide();
  1936. auto hero = curInt->cb->battleGetMyHero();
  1937. assert(!creatureCasting); //we assume hero casts this spell
  1938. assert(hero);
  1939. legalAction = true;
  1940. bool hexesOutsideBattlefield = false;
  1941. auto tilesThatMustBeClear = sp->rangeInHexes(myNumber, hero->getSpellSchoolLevel(sp), side, &hexesOutsideBattlefield);
  1942. for(BattleHex hex : tilesThatMustBeClear)
  1943. {
  1944. if(curInt->cb->battleGetStackByPos(hex, true) || !!curInt->cb->battleGetObstacleOnPos(hex, false)
  1945. || !hex.isAvailable())
  1946. {
  1947. legalAction = false;
  1948. notLegal = true;
  1949. }
  1950. }
  1951. if(hexesOutsideBattlefield)
  1952. {
  1953. legalAction = false;
  1954. notLegal = true;
  1955. }
  1956. }
  1957. break;
  1958. case CATAPULT:
  1959. if (isCatapultAttackable(myNumber))
  1960. legalAction = true;
  1961. break;
  1962. case HEAL:
  1963. if (shere && ourStack && shere->canBeHealed())
  1964. legalAction = true;
  1965. break;
  1966. case RISE_DEMONS:
  1967. if (shere && ourStack && !shere->alive())
  1968. legalAction = true;
  1969. break;
  1970. }
  1971. if (legalAction)
  1972. localActions.push_back (action);
  1973. else if (notLegal)
  1974. illegalActions.push_back (action);
  1975. }
  1976. illegalAction = INVALID; //clear it in first place
  1977. if (vstd::contains(localActions, selectedAction)) //try to use last selected action by default
  1978. currentAction = selectedAction;
  1979. else if (localActions.size()) //if not possible, select first available action (they are sorted by suggested priority)
  1980. currentAction = localActions.front();
  1981. else //no legal action possible
  1982. {
  1983. currentAction = INVALID; //don't allow to do anything
  1984. if (vstd::contains(illegalActions, selectedAction))
  1985. illegalAction = selectedAction;
  1986. else if (illegalActions.size())
  1987. illegalAction = illegalActions.front();
  1988. else if (shere && ourStack && shere->alive()) //last possibility - display info about our creature
  1989. {
  1990. currentAction = CREATURE_INFO;
  1991. }
  1992. else
  1993. illegalAction = INVALID; //we should never be here
  1994. }
  1995. bool isCastingPossible = false;
  1996. bool secondaryTarget = false;
  1997. if (currentAction > INVALID)
  1998. {
  1999. switch (currentAction) //display console message, realize selected action
  2000. {
  2001. case CHOOSE_TACTICS_STACK:
  2002. consoleMsg = (boost::format(CGI->generaltexth->allTexts[481]) % shere->getName()).str(); //Select %s
  2003. realizeAction = [=]{ stackActivated(shere); };
  2004. break;
  2005. case MOVE_TACTICS:
  2006. case MOVE_STACK:
  2007. if (activeStack->hasBonusOfType(Bonus::FLYING))
  2008. {
  2009. cursorFrame = ECursor::COMBAT_FLY;
  2010. consoleMsg = (boost::format(CGI->generaltexth->allTexts[295]) % activeStack->getName()).str(); //Fly %s here
  2011. }
  2012. else
  2013. {
  2014. cursorFrame = ECursor::COMBAT_MOVE;
  2015. consoleMsg = (boost::format(CGI->generaltexth->allTexts[294]) % activeStack->getName()).str(); //Move %s here
  2016. }
  2017. realizeAction = [=]
  2018. {
  2019. if (activeStack->doubleWide())
  2020. {
  2021. std::vector<BattleHex> acc = curInt->cb->battleGetAvailableHexes(activeStack, false);
  2022. int shiftedDest = myNumber + (activeStack->attackerOwned ? 1 : -1);
  2023. if(vstd::contains(acc, myNumber))
  2024. giveCommand (Battle::WALK ,myNumber, activeStack->ID);
  2025. else if(vstd::contains(acc, shiftedDest))
  2026. giveCommand (Battle::WALK, shiftedDest, activeStack->ID);
  2027. }
  2028. else
  2029. {
  2030. giveCommand (Battle::WALK, myNumber, activeStack->ID);
  2031. }
  2032. };
  2033. break;
  2034. case ATTACK:
  2035. case WALK_AND_ATTACK:
  2036. case ATTACK_AND_RETURN: //TODO: allow to disable return
  2037. {
  2038. setBattleCursor(myNumber); //handle direction of cursor and attackable tile
  2039. setCursor = false; //don't overwrite settings from the call above //TODO: what does it mean?
  2040. realizeAction = [=]
  2041. {
  2042. BattleHex attackFromHex = fromWhichHexAttack(myNumber);
  2043. if (attackFromHex >= 0) //we can be in this line when unreachable creature is L - clicked (as of revision 1308)
  2044. {
  2045. giveCommand(Battle::WALK_AND_ATTACK, attackFromHex, activeStack->ID, myNumber);
  2046. }
  2047. };
  2048. std::string estDmgText = formatDmgRange(curInt->cb->battleEstimateDamage(sactive, shere)); //calculating estimated dmg
  2049. consoleMsg = (boost::format(CGI->generaltexth->allTexts[36]) % shere->getName() % estDmgText).str(); //Attack %s (%s damage)
  2050. }
  2051. break;
  2052. case SHOOT:
  2053. {
  2054. if(curInt->cb->battleHasShootingPenalty(activeStack, myNumber))
  2055. cursorFrame = ECursor::COMBAT_SHOOT_PENALTY;
  2056. else
  2057. cursorFrame = ECursor::COMBAT_SHOOT;
  2058. realizeAction = [=] {giveCommand(Battle::SHOOT, myNumber, activeStack->ID);};
  2059. std::string estDmgText = formatDmgRange(curInt->cb->battleEstimateDamage(sactive, shere)); //calculating estimated dmg
  2060. //printing - Shoot %s (%d shots left, %s damage)
  2061. consoleMsg = (boost::format(CGI->generaltexth->allTexts[296]) % shere->getName() % sactive->shots % estDmgText).str();
  2062. }
  2063. break;
  2064. case HOSTILE_CREATURE_SPELL:
  2065. case FRIENDLY_CREATURE_SPELL:
  2066. case ANY_CREATURE:
  2067. sp = CGI->spellh->objects[creatureCasting ? creatureSpellToCast : spellToCast->additionalInfo]; //necessary if creature has random Genie spell at same time
  2068. consoleMsg = boost::str(boost::format(CGI->generaltexth->allTexts[27]) % sp->name % shere->getName()); //Cast %s on %s
  2069. switch (sp->id)
  2070. {
  2071. case SpellID::SACRIFICE:
  2072. case SpellID::TELEPORT:
  2073. selectedStack = shere; //remember first target
  2074. secondaryTarget = true;
  2075. break;
  2076. }
  2077. isCastingPossible = true;
  2078. break;
  2079. case ANY_LOCATION:
  2080. sp = CGI->spellh->objects[creatureCasting ? creatureSpellToCast : spellToCast->additionalInfo]; //necessary if creature has random Genie spell at same time
  2081. consoleMsg = boost::str(boost::format(CGI->generaltexth->allTexts[26]) % sp->name); //Cast %s
  2082. isCastingPossible = true;
  2083. break;
  2084. case RANDOM_GENIE_SPELL: //we assume that teleport / sacrifice will never be available as random spell
  2085. sp = nullptr;
  2086. consoleMsg = boost::str(boost::format(CGI->generaltexth->allTexts[301]) % shere->getName()); //Cast a spell on %
  2087. creatureCasting = true;
  2088. isCastingPossible = true;
  2089. break;
  2090. case TELEPORT:
  2091. consoleMsg = CGI->generaltexth->allTexts[25]; //Teleport Here
  2092. cursorFrame = ECursor::COMBAT_TELEPORT;
  2093. isCastingPossible = true;
  2094. break;
  2095. case OBSTACLE:
  2096. consoleMsg = CGI->generaltexth->allTexts[550];
  2097. //TODO: remove obstacle cursor
  2098. isCastingPossible = true;
  2099. break;
  2100. case SACRIFICE:
  2101. consoleMsg = (boost::format(CGI->generaltexth->allTexts[549]) % shere->getName()).str(); //sacrifice the %s
  2102. cursorFrame = ECursor::COMBAT_SACRIFICE;
  2103. spellToCast->selectedStack = shere->ID; //sacrificed creature is selected
  2104. isCastingPossible = true;
  2105. break;
  2106. case FREE_LOCATION:
  2107. //cursorFrame = ECursor::SPELLBOOK;
  2108. consoleMsg = boost::str(boost::format(CGI->generaltexth->allTexts[26]) % sp->name); //Cast %s
  2109. isCastingPossible = true;
  2110. break;
  2111. case HEAL:
  2112. cursorFrame = ECursor::COMBAT_HEAL;
  2113. consoleMsg = (boost::format(CGI->generaltexth->allTexts[419]) % shere->getName()).str(); //Apply first aid to the %s
  2114. realizeAction = [=]{ giveCommand(Battle::STACK_HEAL, myNumber, activeStack->ID); }; //command healing
  2115. break;
  2116. case RISE_DEMONS:
  2117. cursorType = ECursor::SPELLBOOK;
  2118. realizeAction = [=]{ giveCommand(Battle::DAEMON_SUMMONING, myNumber, activeStack->ID); };
  2119. break;
  2120. case CATAPULT:
  2121. cursorFrame = ECursor::COMBAT_SHOOT_CATAPULT;
  2122. realizeAction = [=]{ giveCommand(Battle::CATAPULT, myNumber, activeStack->ID); };
  2123. break;
  2124. case CREATURE_INFO:
  2125. {
  2126. cursorFrame = ECursor::COMBAT_QUERY;
  2127. consoleMsg = (boost::format(CGI->generaltexth->allTexts[297]) % shere->getName()).str();
  2128. realizeAction = [=]{ GH.pushInt(new CStackWindow(shere, false)); };
  2129. break;
  2130. }
  2131. }
  2132. }
  2133. else //no possible valid action, display message
  2134. {
  2135. switch (illegalAction)
  2136. {
  2137. case ANY_CREATURE:
  2138. case HOSTILE_CREATURE_SPELL:
  2139. case FRIENDLY_CREATURE_SPELL:
  2140. case RANDOM_GENIE_SPELL:
  2141. cursorFrame = ECursor::COMBAT_BLOCKED;
  2142. consoleMsg = CGI->generaltexth->allTexts[23];
  2143. break;
  2144. case TELEPORT:
  2145. cursorFrame = ECursor::COMBAT_BLOCKED;
  2146. consoleMsg = CGI->generaltexth->allTexts[24]; //Invalid Teleport Destination
  2147. break;
  2148. case SACRIFICE:
  2149. consoleMsg = CGI->generaltexth->allTexts[543]; //choose army to sacrifice
  2150. break;
  2151. case FREE_LOCATION:
  2152. cursorFrame = ECursor::COMBAT_BLOCKED;
  2153. consoleMsg = boost::str(boost::format(CGI->generaltexth->allTexts[181]) % sp->name); //No room to place %s here
  2154. break;
  2155. default:
  2156. if (myNumber == -1)
  2157. CCS->curh->changeGraphic(ECursor::COMBAT, ECursor::COMBAT_POINTER); //set neutral cursor over menu etc.
  2158. else
  2159. cursorFrame = ECursor::COMBAT_BLOCKED;
  2160. break;
  2161. }
  2162. }
  2163. if (isCastingPossible) //common part
  2164. {
  2165. switch (currentAction) //don't use that with teleport / sacrifice
  2166. {
  2167. case TELEPORT: //FIXME: more generic solution?
  2168. case SACRIFICE:
  2169. break;
  2170. default:
  2171. cursorType = ECursor::SPELLBOOK;
  2172. cursorFrame = 0;
  2173. if(consoleMsg.empty() && sp)
  2174. consoleMsg = boost::str(boost::format(CGI->generaltexth->allTexts[26]) % sp->name); //Cast %s
  2175. break;
  2176. }
  2177. realizeAction = [=]
  2178. {
  2179. if (secondaryTarget) //select that target now
  2180. {
  2181. possibleActions.clear();
  2182. switch (sp->id.toEnum())
  2183. {
  2184. case SpellID::TELEPORT: //don't cast spell yet, only select target
  2185. possibleActions.push_back (TELEPORT);
  2186. spellToCast->selectedStack = selectedStack->ID;
  2187. break;
  2188. case SpellID::SACRIFICE:
  2189. possibleActions.push_back (SACRIFICE);
  2190. break;
  2191. }
  2192. }
  2193. else
  2194. {
  2195. if(creatureCasting)
  2196. {
  2197. if (sp)
  2198. {
  2199. giveCommand(Battle::MONSTER_SPELL, myNumber, sactive->ID, creatureSpellToCast);
  2200. }
  2201. else //unknown random spell
  2202. {
  2203. giveCommand(Battle::MONSTER_SPELL, myNumber, sactive->ID, curInt->cb->battleGetRandomStackSpell(shere, CBattleInfoCallback::RANDOM_GENIE));
  2204. }
  2205. }
  2206. else
  2207. {
  2208. assert (sp);
  2209. switch (sp->id.toEnum())
  2210. {
  2211. case SpellID::SACRIFICE:
  2212. spellToCast->destinationTile = selectedStack->position; //cast on first creature that will be resurrected
  2213. break;
  2214. default:
  2215. spellToCast->destinationTile = myNumber;
  2216. break;
  2217. }
  2218. curInt->cb->battleMakeAction(spellToCast);
  2219. endCastingSpell();
  2220. }
  2221. selectedStack = nullptr;
  2222. }
  2223. };
  2224. }
  2225. //helper lambda that appropriately realizes action / sets cursor and tooltip
  2226. auto realizeThingsToDo = [&]()
  2227. {
  2228. if(eventType == MOVE)
  2229. {
  2230. if(setCursor)
  2231. CCS->curh->changeGraphic(cursorType, cursorFrame);
  2232. this->console->alterText(consoleMsg);
  2233. this->console->whoSetAlter = 0;
  2234. }
  2235. if(eventType == LCLICK && realizeAction)
  2236. {
  2237. //opening creature window shouldn't affect myTurn...
  2238. if ((currentAction != CREATURE_INFO) && !secondaryTarget)
  2239. {
  2240. myTurn = false; //tends to crash with empty calls
  2241. }
  2242. realizeAction();
  2243. if (!secondaryTarget) //do not replace teleport or sacrifice cursor
  2244. CCS->curh->changeGraphic(ECursor::COMBAT, ECursor::COMBAT_POINTER);
  2245. this->console->alterText("");
  2246. }
  2247. };
  2248. realizeThingsToDo();
  2249. }
  2250. bool CBattleInterface::isCastingPossibleHere (const CStack * sactive, const CStack * shere, BattleHex myNumber)
  2251. {
  2252. creatureCasting = stackCanCastSpell && !spellDestSelectMode; //TODO: allow creatures to cast aimed spells
  2253. bool isCastingPossible = true;
  2254. int spellID = -1;
  2255. if (creatureCasting)
  2256. {
  2257. if (creatureSpellToCast > -1 && (shere != sactive)) //can't cast on itself
  2258. spellID = creatureSpellToCast; //TODO: merge with SpellTocast?
  2259. }
  2260. else //hero casting
  2261. spellID = spellToCast->additionalInfo;
  2262. sp = nullptr;
  2263. if (spellID >= 0)
  2264. sp = CGI->spellh->objects[spellID];
  2265. if (sp)
  2266. {
  2267. if (creatureCasting)
  2268. isCastingPossible = (curInt->cb->battleCanCreatureCastThisSpell (sp, myNumber) == ESpellCastProblem::OK);
  2269. else
  2270. isCastingPossible = (curInt->cb->battleCanCastThisSpell (sp, myNumber) == ESpellCastProblem::OK);
  2271. }
  2272. if(!myNumber.isAvailable() && !shere) //empty tile outside battlefield (or in the unavailable border column)
  2273. isCastingPossible = false;
  2274. return isCastingPossible;
  2275. }
  2276. BattleHex CBattleInterface::fromWhichHexAttack(BattleHex myNumber)
  2277. {
  2278. //TODO far too much repeating code
  2279. BattleHex destHex = -1;
  2280. switch(CCS->curh->frame)
  2281. {
  2282. case 12: //from bottom right
  2283. {
  2284. bool doubleWide = activeStack->doubleWide();
  2285. destHex = myNumber + ( (myNumber/GameConstants::BFIELD_WIDTH)%2 ? GameConstants::BFIELD_WIDTH : GameConstants::BFIELD_WIDTH+1 ) +
  2286. (activeStack->attackerOwned && doubleWide ? 1 : 0);
  2287. if(vstd::contains(occupyableHexes, destHex))
  2288. return destHex;
  2289. else if(activeStack->attackerOwned) //if we are attacker
  2290. {
  2291. if(vstd::contains(occupyableHexes, destHex+1))
  2292. return destHex+1;
  2293. }
  2294. else //if we are defender
  2295. {
  2296. if(vstd::contains(occupyableHexes, destHex-1))
  2297. return destHex-1;
  2298. }
  2299. break;
  2300. }
  2301. case 7: //from bottom left
  2302. {
  2303. destHex = myNumber + ( (myNumber/GameConstants::BFIELD_WIDTH)%2 ? GameConstants::BFIELD_WIDTH-1 : GameConstants::BFIELD_WIDTH );
  2304. if(vstd::contains(occupyableHexes, destHex))
  2305. return destHex;
  2306. else if(activeStack->attackerOwned) //if we are attacker
  2307. {
  2308. if(vstd::contains(occupyableHexes, destHex+1))
  2309. return destHex+1;
  2310. }
  2311. else //if we are defender
  2312. {
  2313. if(vstd::contains(occupyableHexes, destHex-1))
  2314. return destHex-1;
  2315. }
  2316. break;
  2317. }
  2318. case 8: //from left
  2319. {
  2320. if(activeStack->doubleWide() && !activeStack->attackerOwned)
  2321. {
  2322. std::vector<BattleHex> acc = curInt->cb->battleGetAvailableHexes(activeStack, false);
  2323. if(vstd::contains(acc, myNumber))
  2324. return myNumber - 1;
  2325. else
  2326. return myNumber - 2;
  2327. }
  2328. else
  2329. {
  2330. return myNumber - 1;
  2331. }
  2332. break;
  2333. }
  2334. case 9: //from top left
  2335. {
  2336. destHex = myNumber - ( (myNumber/GameConstants::BFIELD_WIDTH)%2 ? GameConstants::BFIELD_WIDTH+1 : GameConstants::BFIELD_WIDTH );
  2337. if(vstd::contains(occupyableHexes, destHex))
  2338. return destHex;
  2339. else if(activeStack->attackerOwned) //if we are attacker
  2340. {
  2341. if(vstd::contains(occupyableHexes, destHex+1))
  2342. return destHex+1;
  2343. }
  2344. else //if we are defender
  2345. {
  2346. if(vstd::contains(occupyableHexes, destHex-1))
  2347. return destHex-1;
  2348. }
  2349. break;
  2350. }
  2351. case 10: //from top right
  2352. {
  2353. bool doubleWide = activeStack->doubleWide();
  2354. destHex = myNumber - ( (myNumber/GameConstants::BFIELD_WIDTH)%2 ? GameConstants::BFIELD_WIDTH : GameConstants::BFIELD_WIDTH-1 ) +
  2355. (activeStack->attackerOwned && doubleWide ? 1 : 0);
  2356. if(vstd::contains(occupyableHexes, destHex))
  2357. return destHex;
  2358. else if(activeStack->attackerOwned) //if we are attacker
  2359. {
  2360. if(vstd::contains(occupyableHexes, destHex+1))
  2361. return destHex+1;
  2362. }
  2363. else //if we are defender
  2364. {
  2365. if(vstd::contains(occupyableHexes, destHex-1))
  2366. return destHex-1;
  2367. }
  2368. break;
  2369. }
  2370. case 11: //from right
  2371. {
  2372. if(activeStack->doubleWide() && activeStack->attackerOwned)
  2373. {
  2374. std::vector<BattleHex> acc = curInt->cb->battleGetAvailableHexes(activeStack, false);
  2375. if(vstd::contains(acc, myNumber))
  2376. return myNumber + 1;
  2377. else
  2378. return myNumber + 2;
  2379. }
  2380. else
  2381. {
  2382. return myNumber + 1;
  2383. }
  2384. break;
  2385. }
  2386. case 13: //from bottom
  2387. {
  2388. destHex = myNumber + ( (myNumber/GameConstants::BFIELD_WIDTH)%2 ? GameConstants::BFIELD_WIDTH : GameConstants::BFIELD_WIDTH+1 );
  2389. if(vstd::contains(occupyableHexes, destHex))
  2390. return destHex;
  2391. else if(attackingHeroInstance->tempOwner == curInt->cb->getMyColor()) //if we are attacker
  2392. {
  2393. if(vstd::contains(occupyableHexes, destHex+1))
  2394. return destHex+1;
  2395. }
  2396. else //if we are defender
  2397. {
  2398. if(vstd::contains(occupyableHexes, destHex-1))
  2399. return destHex-1;
  2400. }
  2401. break;
  2402. }
  2403. case 14: //from top
  2404. {
  2405. destHex = myNumber - ( (myNumber/GameConstants::BFIELD_WIDTH)%2 ? GameConstants::BFIELD_WIDTH : GameConstants::BFIELD_WIDTH-1 );
  2406. if(vstd::contains(occupyableHexes, destHex))
  2407. return destHex;
  2408. else if(attackingHeroInstance->tempOwner == curInt->cb->getMyColor()) //if we are attacker
  2409. {
  2410. if(vstd::contains(occupyableHexes, destHex+1))
  2411. return destHex+1;
  2412. }
  2413. else //if we are defender
  2414. {
  2415. if(vstd::contains(occupyableHexes, destHex-1))
  2416. return destHex-1;
  2417. }
  2418. break;
  2419. }
  2420. }
  2421. return -1;
  2422. }
  2423. Rect CBattleInterface::hexPosition(BattleHex hex) const
  2424. {
  2425. int x = 14 + ((hex.getY())%2==0 ? 22 : 0) + 44*hex.getX() + pos.x;
  2426. int y = 86 + 42 * hex.getY() + pos.y;
  2427. int w = cellShade->w;
  2428. int h = cellShade->h;
  2429. return Rect(x, y, w, h);
  2430. }
  2431. void CBattleInterface::obstaclePlaced(const CObstacleInstance & oi)
  2432. {
  2433. //so when multiple obstacles are added, they show up one after another
  2434. waitForAnims();
  2435. int effectID = -1;
  2436. soundBase::soundID sound = soundBase::invalid;//FIXME: variable set but unused. Missing soundh->playSound()?
  2437. std::string defname;
  2438. switch(oi.obstacleType)
  2439. {
  2440. case CObstacleInstance::QUICKSAND:
  2441. effectID = 55;
  2442. sound = soundBase::QUIKSAND;
  2443. break;
  2444. case CObstacleInstance::LAND_MINE:
  2445. effectID = 47;
  2446. sound = soundBase::LANDMINE;
  2447. break;
  2448. case CObstacleInstance::FORCE_FIELD:
  2449. {
  2450. auto &spellObstacle = dynamic_cast<const SpellCreatedObstacle&>(oi);
  2451. if(spellObstacle.casterSide)
  2452. {
  2453. if(oi.getAffectedTiles().size() < 3)
  2454. defname = "C15SPE0.DEF"; //TODO cannot find def for 2-hex force field \ appearing
  2455. else
  2456. defname = "C15SPE6.DEF";
  2457. }
  2458. else
  2459. {
  2460. if(oi.getAffectedTiles().size() < 3)
  2461. defname = "C15SPE0.DEF";
  2462. else
  2463. defname = "C15SPE9.DEF";
  2464. }
  2465. }
  2466. sound = soundBase::FORCEFLD;
  2467. break;
  2468. case CObstacleInstance::FIRE_WALL:
  2469. if(oi.getAffectedTiles().size() < 3)
  2470. effectID = 43; //small fire wall appearing
  2471. else
  2472. effectID = 44; //and the big one
  2473. sound = soundBase::fireWall;
  2474. break;
  2475. default:
  2476. logGlobal->errorStream() << "I don't know how to animate appearing obstacle of type " << (int)oi.obstacleType;
  2477. return;
  2478. }
  2479. if(graphics->battleACToDef[effectID].empty())
  2480. {
  2481. logGlobal->errorStream() << "Cannot find def for effect type " << effectID;
  2482. return;
  2483. }
  2484. if(defname.empty() && effectID >= 0)
  2485. defname = graphics->battleACToDef[effectID].front();
  2486. assert(!defname.empty());
  2487. //we assume here that effect graphics have the same size as the usual obstacle image
  2488. // -> if we know how to blit obstacle, let's blit the effect in the same place
  2489. Point whereTo = getObstaclePosition(getObstacleImage(oi), oi);
  2490. addNewAnim(new CSpellEffectAnimation(this, defname, whereTo.x, whereTo.y));
  2491. //TODO we need to wait after playing sound till it's finished, otherwise it overlaps and sounds really bad
  2492. //CCS->soundh->playSound(sound);
  2493. }
  2494. const CGHeroInstance * CBattleInterface::currentHero() const
  2495. {
  2496. if(attackingHeroInstance->tempOwner == curInt->playerID)
  2497. return attackingHeroInstance;
  2498. else
  2499. return defendingHeroInstance;
  2500. }
  2501. InfoAboutHero CBattleInterface::enemyHero() const
  2502. {
  2503. InfoAboutHero ret;
  2504. if(attackingHeroInstance->tempOwner == curInt->playerID)
  2505. curInt->cb->getHeroInfo(defendingHeroInstance, ret);
  2506. else
  2507. curInt->cb->getHeroInfo(attackingHeroInstance, ret);
  2508. return ret;
  2509. }
  2510. void CBattleInterface::requestAutofightingAIToTakeAction()
  2511. {
  2512. assert(curInt->isAutoFightOn);
  2513. boost::thread aiThread([&]
  2514. {
  2515. auto ba = new BattleAction(curInt->autofightingAI->activeStack(activeStack));
  2516. if(curInt->isAutoFightOn)
  2517. {
  2518. if(tacticsMode)
  2519. {
  2520. // Always end tactics mode. Player interface is blocked currently, so it's not possible that
  2521. // the AI can take any action except end tactics phase (AI actions won't be triggered)
  2522. //TODO implement the possibility that the AI will be triggered for further actions
  2523. //TODO any solution to merge tactics phase & normal phase in the way it is handled by the player and battle interface?
  2524. setActiveStack(nullptr);
  2525. blockUI(true);
  2526. tacticsMode = false;
  2527. }
  2528. else
  2529. {
  2530. givenCommand->setn(ba);
  2531. }
  2532. }
  2533. else
  2534. {
  2535. delete ba;
  2536. boost::unique_lock<boost::recursive_mutex> un(*LOCPLINT->pim);
  2537. activateStack();
  2538. }
  2539. });
  2540. aiThread.detach();
  2541. }
  2542. CBattleInterface::SiegeHelper::SiegeHelper(const CGTownInstance *siegeTown, const CBattleInterface * _owner)
  2543. : owner(_owner), town(siegeTown)
  2544. {
  2545. for(int g = 0; g < ARRAY_COUNT(walls); ++g)
  2546. {
  2547. walls[g] = BitmapHandler::loadBitmap( getSiegeName(g) );
  2548. }
  2549. }
  2550. CBattleInterface::SiegeHelper::~SiegeHelper()
  2551. {
  2552. for(auto & elem : walls)
  2553. {
  2554. SDL_FreeSurface(elem);
  2555. }
  2556. }
  2557. std::string CBattleInterface::SiegeHelper::getSiegeName(ui16 what) const
  2558. {
  2559. return getSiegeName(what, EWallState::INTACT);
  2560. }
  2561. std::string CBattleInterface::SiegeHelper::getSiegeName(ui16 what, int state) const
  2562. {
  2563. auto getImageIndex = [&]() -> int
  2564. {
  2565. switch (state)
  2566. {
  2567. case EWallState::INTACT : return 1;
  2568. case EWallState::DAMAGED : return 2;
  2569. case EWallState::DESTROYED :
  2570. if(what == 2 || what == 3 || what == 8) // towers don't have separate image here
  2571. return 2;
  2572. else
  2573. return 3;
  2574. }
  2575. return 1;
  2576. };
  2577. const std::string & prefix = town->town->clientInfo.siegePrefix;
  2578. std::string addit = boost::lexical_cast<std::string>(getImageIndex());
  2579. switch(what)
  2580. {
  2581. case 0: //background
  2582. return prefix + "BACK.BMP";
  2583. case 1: //background wall
  2584. {
  2585. switch(town->town->faction->index)
  2586. {
  2587. case 5: case 4: case 1: case 6:
  2588. return prefix + "TPW1.BMP";
  2589. default:
  2590. return prefix + "TPWL.BMP";
  2591. }
  2592. }
  2593. case 2: //keep
  2594. return prefix + "MAN" + addit + ".BMP";
  2595. case 3: //bottom tower
  2596. return prefix + "TW1" + addit + ".BMP";
  2597. case 4: //bottom wall
  2598. return prefix + "WA1" + addit + ".BMP";
  2599. case 5: //below gate
  2600. return prefix + "WA3" + addit + ".BMP";
  2601. case 6: //over gate
  2602. return prefix + "WA4" + addit + ".BMP";
  2603. case 7: //upper wall
  2604. return prefix + "WA6" + addit + ".BMP";
  2605. case 8: //upper tower
  2606. return prefix + "TW2" + addit + ".BMP";
  2607. case 9: //gate
  2608. return prefix + "DRW" + addit + ".BMP";
  2609. case 10: //gate arch
  2610. return prefix + "ARCH.BMP";
  2611. case 11: //bottom static wall
  2612. return prefix + "WA2.BMP";
  2613. case 12: //upper static wall
  2614. return prefix + "WA5.BMP";
  2615. case 13: //moat
  2616. return prefix + "MOAT.BMP";
  2617. case 14: //mlip
  2618. return prefix + "MLIP.BMP";
  2619. case 15: //keep creature cover
  2620. return prefix + "MANC.BMP";
  2621. case 16: //bottom turret creature cover
  2622. return prefix + "TW1C.BMP";
  2623. case 17: //upper turret creature cover
  2624. return prefix + "TW2C.BMP";
  2625. default:
  2626. return "";
  2627. }
  2628. }
  2629. /// What: 1. background wall, 2. keep, 3. bottom tower, 4. bottom wall, 5. wall below gate,
  2630. /// 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,
  2631. /// 15. keep turret cover, 16. lower turret cover, 17. upper turret cover
  2632. void CBattleInterface::SiegeHelper::printPartOfWall(SDL_Surface * to, int what)
  2633. {
  2634. Point pos = Point(-1, -1);
  2635. auto & ci = owner->siegeH->town->town->clientInfo;
  2636. if (what >= 1 && what <= 17)
  2637. {
  2638. pos.x = ci.siegePositions[what].x + owner->pos.x;
  2639. pos.y = ci.siegePositions[what].y + owner->pos.y;
  2640. }
  2641. if (town->town->faction->index == ETownType::TOWER
  2642. && (what == 13 || what == 14))
  2643. return; // no moat in Tower. TODO: remove hardcode somehow?
  2644. if(pos.x != -1)
  2645. {
  2646. blitAt(walls[what], pos.x, pos.y, to);
  2647. }
  2648. }
  2649. CatapultProjectileInfo::CatapultProjectileInfo(Point from, Point dest)
  2650. {
  2651. facA = 0.005; // seems to be constant
  2652. // system of 2 linear equations, solutions of which are missing coefficients
  2653. // for quadratic equation a*x*x + b*x + c
  2654. double eq[2][3] = {
  2655. { static_cast<double>(from.x), 1.0, from.y - facA*from.x*from.x },
  2656. { static_cast<double>(dest.x), 1.0, dest.y - facA*dest.x*dest.x }
  2657. };
  2658. // solve system via determinants
  2659. double det = eq[0][0] * eq[1][1] - eq[1][0] * eq[0][1];
  2660. double detB = eq[0][2] * eq[1][1] - eq[1][2] * eq[0][1];
  2661. double detC = eq[0][0] * eq[1][2] - eq[1][0] * eq[0][2];
  2662. facB = detB / det;
  2663. facC = detC / det;
  2664. // make sure that parabola is correct e.g. passes through from and dest
  2665. assert(fabs(calculateY(from.x) - from.y) < 1.0);
  2666. assert(fabs(calculateY(dest.x) - dest.y) < 1.0);
  2667. }
  2668. double CatapultProjectileInfo::calculateY(double x)
  2669. {
  2670. return facA * pow(x, 2.0) + facB * x + facC;
  2671. }
  2672. void CBattleInterface::showAll(SDL_Surface * to)
  2673. {
  2674. show(to);
  2675. }
  2676. void CBattleInterface::show(SDL_Surface * to)
  2677. {
  2678. assert(to);
  2679. SDL_Rect buf;
  2680. SDL_GetClipRect(to, &buf);
  2681. SDL_SetClipRect(to, &pos);
  2682. ++animCount;
  2683. showBackground(to);
  2684. showBattlefieldObjects(to);
  2685. showProjectiles(to);
  2686. updateBattleAnimations();
  2687. SDL_SetClipRect(to, &buf); //restoring previous clip_rect
  2688. showInterface(to);
  2689. //activation of next stack
  2690. if(pendingAnims.empty() && stackToActivate != nullptr)
  2691. {
  2692. activateStack();
  2693. //we may have changed active interface (another side in hot-seat),
  2694. // so we can't continue drawing with old setting.
  2695. show(to);
  2696. }
  2697. }
  2698. void CBattleInterface::showBackground(SDL_Surface * to)
  2699. {
  2700. if(activeStack != nullptr && creAnims[activeStack->ID]->isIdle()) //show everything with range
  2701. {
  2702. // FIXME: any *real* reason to keep this separate? Speed difference can't be that big
  2703. blitAt(backgroundWithHexes, pos.x, pos.y, to);
  2704. }
  2705. else
  2706. {
  2707. showBackgroundImage(to);
  2708. showAbsoluteObstacles(to);
  2709. }
  2710. showHighlightedHexes(to);
  2711. }
  2712. void CBattleInterface::showBackgroundImage(SDL_Surface * to)
  2713. {
  2714. blitAt(background, pos.x, pos.y, to);
  2715. if(settings["battle"]["cellBorders"].Bool())
  2716. {
  2717. CSDL_Ext::blit8bppAlphaTo24bpp(cellBorders, nullptr, to, &pos);
  2718. }
  2719. }
  2720. void CBattleInterface::showAbsoluteObstacles(SDL_Surface * to)
  2721. {
  2722. //Blit absolute obstacles
  2723. for(auto &oi : curInt->cb->battleGetAllObstacles())
  2724. if(oi->obstacleType == CObstacleInstance::ABSOLUTE_OBSTACLE)
  2725. blitAt(getObstacleImage(*oi), pos.x + oi->getInfo().width, pos.y + oi->getInfo().height, to);
  2726. if (siegeH && siegeH->town->hasBuilt(BuildingID::CITADEL))
  2727. siegeH->printPartOfWall(to, 14); // show moat background
  2728. }
  2729. void CBattleInterface::showHighlightedHexes(SDL_Surface * to)
  2730. {
  2731. for(int b=0; b<GameConstants::BFIELD_SIZE; ++b)
  2732. {
  2733. if(bfield[b]->strictHovered && bfield[b]->hovered)
  2734. {
  2735. if(previouslyHoveredHex == -1)
  2736. previouslyHoveredHex = b; //something to start with
  2737. if(currentlyHoveredHex == -1)
  2738. currentlyHoveredHex = b; //something to start with
  2739. if(currentlyHoveredHex != b) //repair hover info
  2740. {
  2741. previouslyHoveredHex = currentlyHoveredHex;
  2742. currentlyHoveredHex = b;
  2743. }
  2744. if (settings["battle"]["mouseShadow"].Bool())
  2745. {
  2746. if(spellToCast) //when casting spell
  2747. {
  2748. //calculating spell school level
  2749. const CSpell & spToCast = *CGI->spellh->objects[spellToCast->additionalInfo];
  2750. ui8 schoolLevel = 0;
  2751. auto caster = activeStack->attackerOwned ? attackingHeroInstance : defendingHeroInstance;
  2752. if (caster)
  2753. schoolLevel = caster->getSpellSchoolLevel(&spToCast);
  2754. // printing shaded hex(es)
  2755. auto shaded = spToCast.rangeInHexes(currentlyHoveredHex, schoolLevel, curInt->cb->battleGetMySide());
  2756. for(BattleHex shadedHex : shaded)
  2757. {
  2758. if ((shadedHex.getX() != 0) && (shadedHex.getX() != GameConstants::BFIELD_WIDTH -1))
  2759. showHighlightedHex(to, shadedHex);
  2760. }
  2761. }
  2762. else if (active)//always highlight pointed hex
  2763. {
  2764. if (currentlyHoveredHex.getX() != 0
  2765. && currentlyHoveredHex.getX() != GameConstants::BFIELD_WIDTH - 1)
  2766. showHighlightedHex(to, currentlyHoveredHex);
  2767. }
  2768. }
  2769. }
  2770. }
  2771. if(activeStack && settings["battle"]["stackRange"].Bool())
  2772. {
  2773. std::set<BattleHex> set = curInt->cb->battleGetAttackedHexes(activeStack, currentlyHoveredHex, attackingHex);
  2774. for(BattleHex hex : set)
  2775. showHighlightedHex(to, hex);
  2776. // display the movement shadow of the stack at b (i.e. stack under mouse)
  2777. const CStack * const shere = curInt->cb->battleGetStackByPos(currentlyHoveredHex, false);
  2778. if (shere && shere != activeStack && shere->alive())
  2779. {
  2780. std::vector<BattleHex> v = curInt->cb->battleGetAvailableHexes(shere, true );
  2781. for (BattleHex hex : v)
  2782. showHighlightedHex(to, hex);
  2783. }
  2784. }
  2785. }
  2786. void CBattleInterface::showHighlightedHex(SDL_Surface * to, BattleHex hex)
  2787. {
  2788. int x = 14 + (hex.getY() % 2 == 0 ? 22 : 0) + 44 * (hex.getX()) + pos.x;
  2789. int y = 86 + 42 * hex.getY() + pos.y;
  2790. SDL_Rect temp_rect = genRect (cellShade->h, cellShade->w, x, y);
  2791. CSDL_Ext::blit8bppAlphaTo24bpp (cellShade, nullptr, to, &temp_rect);
  2792. }
  2793. void CBattleInterface::showProjectiles(SDL_Surface * to)
  2794. {
  2795. assert(to);
  2796. std::list< std::list<ProjectileInfo>::iterator > toBeDeleted;
  2797. for(auto it = projectiles.begin(); it!=projectiles.end(); ++it)
  2798. {
  2799. // Check if projectile is already visible (shooter animation did the shot)
  2800. if (!it->shotDone)
  2801. {
  2802. // frame we're waiting for is reached OR animation has already finished
  2803. if (creAnims[it->stackID]->getCurrentFrame() >= it->animStartDelay ||
  2804. creAnims[it->stackID]->isShooting() == false)
  2805. {
  2806. //at this point projectile should become visible
  2807. creAnims[it->stackID]->pause(); // pause animation
  2808. it->shotDone = true;
  2809. }
  2810. else
  2811. continue; // wait...
  2812. }
  2813. SDL_Surface * image = idToProjectile[it->creID]->ourImages[it->frameNum].bitmap;
  2814. SDL_Rect dst;
  2815. dst.h = image->h;
  2816. dst.w = image->w;
  2817. dst.x = it->x - dst.w / 2;
  2818. dst.y = it->y - dst.h / 2;
  2819. if(it->reverse)
  2820. {
  2821. SDL_Surface * rev = CSDL_Ext::verticalFlip(image);
  2822. CSDL_Ext::blit8bppAlphaTo24bpp(rev, nullptr, to, &dst);
  2823. SDL_FreeSurface(rev);
  2824. }
  2825. else
  2826. {
  2827. CSDL_Ext::blit8bppAlphaTo24bpp(image, nullptr, to, &dst);
  2828. }
  2829. // Update projectile
  2830. ++it->step;
  2831. if(it->step == it->lastStep)
  2832. {
  2833. toBeDeleted.insert(toBeDeleted.end(), it);
  2834. }
  2835. else
  2836. {
  2837. if (it->catapultInfo)
  2838. {
  2839. // Parabolic shot of the trajectory, as follows: f(x) = ax^2 + bx + c
  2840. it->x += it->dx;
  2841. it->y = it->catapultInfo->calculateY(it->x);
  2842. ++(it->frameNum);
  2843. it->frameNum %= idToProjectile[it->creID]->ourImages.size();
  2844. }
  2845. else
  2846. {
  2847. // Normal projectile, just add the calculated "deltas" to the x and y positions.
  2848. it->x += it->dx;
  2849. it->y += it->dy;
  2850. }
  2851. }
  2852. }
  2853. for(auto & elem : toBeDeleted)
  2854. {
  2855. // resume animation
  2856. creAnims[elem->stackID]->play();
  2857. projectiles.erase(elem);
  2858. }
  2859. }
  2860. void CBattleInterface::showBattlefieldObjects(SDL_Surface * to)
  2861. {
  2862. auto showHexEntry = [&](BattleObjectsByHex::HexData & hex)
  2863. {
  2864. showPiecesOfWall(to, hex.walls);
  2865. showObstacles(to, hex.obstacles);
  2866. showAliveStacks(to, hex.alive);
  2867. showBattleEffects(to, hex.effects);
  2868. };
  2869. BattleObjectsByHex objects = sortObjectsByHex();
  2870. // dead stacks should be blit first
  2871. showStacks(to, objects.beforeAll.dead);
  2872. for( auto & data : objects.hex )
  2873. showStacks(to, data.dead);
  2874. showStacks(to, objects.afterAll.dead);
  2875. // display objects that must be blit before anything else (e.g. topmost walls)
  2876. showHexEntry(objects.beforeAll);
  2877. // show heroes after "beforeAll" - e.g. topmost wall in siege
  2878. if(attackingHero)
  2879. attackingHero->show(to);
  2880. if(defendingHero)
  2881. defendingHero->show(to);
  2882. // actual blit of most of objects, hex by hex
  2883. // NOTE: row-by-row blitting may be a better approach
  2884. for( auto & data : objects.hex )
  2885. showHexEntry(data);
  2886. // objects that must be blit *after* everything else - e.g. bottom tower or some spell effects
  2887. showHexEntry(objects.afterAll);
  2888. }
  2889. void CBattleInterface::showAliveStacks(SDL_Surface * to, std::vector<const CStack *> stacks)
  2890. {
  2891. auto isAmountBoxVisible = [&](const CStack * stack) -> bool
  2892. {
  2893. if (stack->hasBonusOfType(Bonus::SIEGE_WEAPON)) // siege weapons are always singular
  2894. return false;
  2895. if (curInt->curAction)
  2896. {
  2897. if (curInt->curAction->stackNumber == stack->ID) // stack is currently taking an action
  2898. return false;
  2899. if (curInt->curAction->actionType == Battle::WALK_AND_ATTACK && // stack is being targeted
  2900. stack->position == curInt->curAction->additionalInfo)
  2901. return false;
  2902. if (curInt->curAction->destinationTile == stack->position) // stack is moving
  2903. return false;
  2904. }
  2905. return true;
  2906. };
  2907. auto getEffectsPositivness = [&](const CStack * stack) -> int
  2908. {
  2909. int pos = 0;
  2910. for(auto & spellId : stack->activeSpells())
  2911. {
  2912. pos += CGI->spellh->objects[ spellId ]->positiveness;
  2913. }
  2914. return pos;
  2915. };
  2916. auto getAmountBoxBackground = [&](int positivness) -> SDL_Surface *
  2917. {
  2918. if (positivness > 0)
  2919. return amountPositive;
  2920. if (positivness < 0)
  2921. return amountNegative;
  2922. return amountEffNeutral;
  2923. };
  2924. showStacks(to, stacks); // Actual display of all stacks
  2925. for (auto & stack : stacks)
  2926. {
  2927. assert(stack);
  2928. //printing amount
  2929. if (isAmountBoxVisible(stack))
  2930. {
  2931. const BattleHex nextPos = stack->position + (stack->attackerOwned ? 1 : -1);
  2932. const bool edge = stack->position % GameConstants::BFIELD_WIDTH == (stack->attackerOwned ? GameConstants::BFIELD_WIDTH - 2 : 1);
  2933. const bool moveInside = !edge && !stackCountOutsideHexes[nextPos];
  2934. int xAdd = (stack->attackerOwned ? 220 : 202) +
  2935. (stack->doubleWide() ? 44 : 0) * (stack->attackerOwned ? +1 : -1) +
  2936. (moveInside ? amountNormal->w + 10 : 0) * (stack->attackerOwned ? -1 : +1);
  2937. int yAdd = 260 + ((stack->attackerOwned || moveInside) ? 0 : -15);
  2938. //blitting amount background box
  2939. SDL_Surface *amountBG = amountNormal;
  2940. if(!stack->getSpellBonuses()->empty())
  2941. amountBG = getAmountBoxBackground(getEffectsPositivness(stack));
  2942. SDL_Rect temp_rect = genRect(amountBG->h, amountBG->w, creAnims[stack->ID]->pos.x + xAdd, creAnims[stack->ID]->pos.y + yAdd);
  2943. SDL_BlitSurface(amountBG, nullptr, to, &temp_rect);
  2944. //blitting amount
  2945. Point textPos(creAnims[stack->ID]->pos.x + xAdd + amountNormal->w/2,
  2946. creAnims[stack->ID]->pos.y + yAdd + amountNormal->h/2);
  2947. graphics->fonts[FONT_TINY]->renderTextCenter(to, makeNumberShort(stack->count), Colors::WHITE, textPos);
  2948. }
  2949. }
  2950. }
  2951. void CBattleInterface::showStacks(SDL_Surface * to, std::vector<const CStack *> stacks)
  2952. {
  2953. for (const CStack * stack : stacks)
  2954. {
  2955. creAnims[stack->ID]->nextFrame(to, creDir[stack->ID]); // do actual blit
  2956. creAnims[stack->ID]->incrementFrame(float(GH.mainFPSmng->getElapsedMilliseconds()) / 1000);
  2957. }
  2958. }
  2959. void CBattleInterface::showObstacles(SDL_Surface *to, std::vector<shared_ptr<const CObstacleInstance> > &obstacles)
  2960. {
  2961. for (auto & obstacle : obstacles)
  2962. {
  2963. SDL_Surface *toBlit = getObstacleImage(*obstacle);
  2964. Point p = getObstaclePosition(toBlit, *obstacle);
  2965. blitAt(toBlit, p.x, p.y, to);
  2966. }
  2967. }
  2968. void CBattleInterface::showBattleEffects(SDL_Surface *to, const std::vector<const BattleEffect *> &battleEffects)
  2969. {
  2970. for(auto & elem : battleEffects)
  2971. {
  2972. int currentFrame = floor(elem->currentFrame);
  2973. currentFrame %= elem->anim->ourImages.size();
  2974. SDL_Surface * bitmapToBlit = elem->anim->ourImages[currentFrame].bitmap;
  2975. SDL_Rect temp_rect = genRect(bitmapToBlit->h, bitmapToBlit->w, elem->x, elem->y);
  2976. SDL_BlitSurface(bitmapToBlit, nullptr, to, &temp_rect);
  2977. }
  2978. }
  2979. void CBattleInterface::showInterface(SDL_Surface * to)
  2980. {
  2981. blitAt(menu, pos.x, 556 + pos.y, to);
  2982. if(tacticsMode)
  2983. {
  2984. btactNext->showAll(to);
  2985. btactEnd->showAll(to);
  2986. }
  2987. else
  2988. {
  2989. console->showAll(to);
  2990. bConsoleUp->showAll(to);
  2991. bConsoleDown->showAll(to);
  2992. }
  2993. //showing buttons
  2994. bOptions->showAll(to);
  2995. bSurrender->showAll(to);
  2996. bFlee->showAll(to);
  2997. bAutofight->showAll(to);
  2998. bSpell->showAll(to);
  2999. bWait->showAll(to);
  3000. bDefence->showAll(to);
  3001. //showing in-game console
  3002. LOCPLINT->cingconsole->show(to);
  3003. Rect posWithQueue = Rect(pos.x, pos.y, 800, 600);
  3004. if(settings["battle"]["showQueue"].Bool())
  3005. {
  3006. if(!queue->embedded)
  3007. {
  3008. posWithQueue.y -= queue->pos.h;
  3009. posWithQueue.h += queue->pos.h;
  3010. }
  3011. //showing queue
  3012. if(!bresult)
  3013. queue->showAll(to);
  3014. else
  3015. queue->blitBg(to);
  3016. }
  3017. //printing border around interface
  3018. if(screen->w != 800 || screen->h !=600)
  3019. {
  3020. CMessage::drawBorder(curInt->playerID,to,posWithQueue.w + 28, posWithQueue.h + 28, posWithQueue.x-14, posWithQueue.y-15);
  3021. }
  3022. }
  3023. BattleObjectsByHex CBattleInterface::sortObjectsByHex()
  3024. {
  3025. auto getCurrentPosition = [&](const CStack * stack) -> BattleHex
  3026. {
  3027. for (auto & anim : pendingAnims)
  3028. {
  3029. // certainly ugly workaround but fixes quite annoying bug
  3030. // stack position will be updated only *after* movement is finished
  3031. // before this - stack is always at its initial position. Thus we need to find
  3032. // its current position. Which can be found only in this class
  3033. if (CMovementAnimation * move = dynamic_cast<CMovementAnimation*>(anim.first))
  3034. {
  3035. if (move->stack == stack)
  3036. return move->nextHex;
  3037. }
  3038. }
  3039. return stack->position;
  3040. };
  3041. BattleObjectsByHex sorted;
  3042. // Sort creatures
  3043. for (auto & stack : curInt->cb->battleGetAllStacks())
  3044. {
  3045. if(creAnims.find(stack->ID) == creAnims.end()) //e.g. for summoned but not yet handled stacks
  3046. continue;
  3047. if (stack->position < 0) // turret shooters are handled separately
  3048. continue;
  3049. if(!creAnims[stack->ID]->isDead())
  3050. {
  3051. if (!creAnims[stack->ID]->isMoving())
  3052. sorted.hex[stack->position].alive.push_back(stack);
  3053. else
  3054. {
  3055. // flying creature - just blit them over everyone else
  3056. if (stack->hasBonusOfType(Bonus::FLYING))
  3057. sorted.afterAll.alive.push_back(stack);
  3058. else//try to find current location
  3059. sorted.hex[getCurrentPosition(stack)].alive.push_back(stack);
  3060. }
  3061. }
  3062. else
  3063. sorted.hex[stack->position].dead.push_back(stack);
  3064. }
  3065. // Sort battle effects (spells)
  3066. for (auto & battleEffect : battleEffects)
  3067. {
  3068. if(battleEffect.position.isValid())
  3069. sorted.hex[battleEffect.position].effects.push_back(&battleEffect);
  3070. else
  3071. sorted.afterAll.effects.push_back(&battleEffect);
  3072. }
  3073. // Sort obstacles
  3074. for(auto & obstacle : curInt->cb->battleGetAllObstacles())
  3075. {
  3076. if(obstacle->obstacleType != CObstacleInstance::ABSOLUTE_OBSTACLE
  3077. && obstacle->obstacleType != CObstacleInstance::MOAT)
  3078. {
  3079. sorted.hex[obstacle->pos].obstacles.push_back(obstacle);
  3080. }
  3081. }
  3082. // Sort wall parts
  3083. if (siegeH)
  3084. {
  3085. sorted.beforeAll.walls.push_back(1); // 1. background wall
  3086. sorted.hex[135].walls.push_back(2); // 2. keep
  3087. sorted.afterAll.walls.push_back(3); // 3. bottom tower
  3088. sorted.hex[182].walls.push_back(4); // 4. bottom wall
  3089. sorted.hex[130].walls.push_back(5); // 5. wall below gate,
  3090. sorted.hex[62].walls.push_back(6); // 6. wall over gate
  3091. sorted.hex[12].walls.push_back(7); // 7. upper wall
  3092. sorted.beforeAll.walls.push_back(8); // 8. upper tower
  3093. //sorted.hex[94].walls.push_back(9); // 9. gate // Not implemented it seems
  3094. sorted.hex[112].walls.push_back(10); // 10. gate arch
  3095. sorted.hex[165].walls.push_back(11); // 11. bottom static wall
  3096. sorted.hex[45].walls.push_back(12); // 12. upper static wall
  3097. if (siegeH && siegeH->town->hasBuilt(BuildingID::CITADEL))
  3098. {
  3099. sorted.beforeAll.walls.push_back(13); // 13. moat
  3100. //sorted.beforeAll.walls.push_back(14); // 14. mlip (moat background terrain), blit as absolute obstacle
  3101. sorted.hex[135].walls.push_back(15); // 15. keep turret cover
  3102. }
  3103. if (siegeH && siegeH->town->hasBuilt(BuildingID::CASTLE))
  3104. {
  3105. sorted.afterAll.walls.push_back(16); // 16. lower turret cover
  3106. sorted.beforeAll.walls.push_back(17); // 17. upper turret cover
  3107. }
  3108. }
  3109. return sorted;
  3110. }
  3111. void CBattleInterface::updateBattleAnimations()
  3112. {
  3113. //handle animations
  3114. for(auto & elem : pendingAnims)
  3115. {
  3116. if(!elem.first) //this animation should be deleted
  3117. continue;
  3118. if(!elem.second)
  3119. {
  3120. elem.second = elem.first->init();
  3121. }
  3122. if(elem.second && elem.first)
  3123. elem.first->nextFrame();
  3124. }
  3125. //delete anims
  3126. int preSize = pendingAnims.size();
  3127. for(auto it = pendingAnims.begin(); it != pendingAnims.end(); ++it)
  3128. {
  3129. if(it->first == nullptr)
  3130. {
  3131. pendingAnims.erase(it);
  3132. it = pendingAnims.begin();
  3133. break;
  3134. }
  3135. }
  3136. if(preSize > 0 && pendingAnims.empty())
  3137. {
  3138. //anims ended
  3139. blockUI(activeStack == nullptr);
  3140. animsAreDisplayed.setn(false);
  3141. }
  3142. }
  3143. SDL_Surface * CBattleInterface::getObstacleImage(const CObstacleInstance &oi)
  3144. {
  3145. int frameIndex = (animCount+1) * 25 / getAnimSpeed();
  3146. switch(oi.obstacleType)
  3147. {
  3148. case CObstacleInstance::USUAL:
  3149. return vstd::circularAt(idToObstacle.find(oi.ID)->second->ourImages, frameIndex).bitmap;
  3150. case CObstacleInstance::ABSOLUTE_OBSTACLE:
  3151. return idToAbsoluteObstacle.find(oi.ID)->second;
  3152. case CObstacleInstance::QUICKSAND:
  3153. return vstd::circularAt(quicksand->ourImages, frameIndex).bitmap;
  3154. case CObstacleInstance::LAND_MINE:
  3155. return vstd::circularAt(landMine->ourImages, frameIndex).bitmap;
  3156. case CObstacleInstance::FIRE_WALL:
  3157. return vstd::circularAt(fireWall->ourImages, frameIndex).bitmap;
  3158. case CObstacleInstance::FORCE_FIELD:
  3159. {
  3160. auto &forceField = dynamic_cast<const SpellCreatedObstacle &>(oi);
  3161. if(forceField.getAffectedTiles().size() > 2)
  3162. return vstd::circularAt(bigForceField[forceField.casterSide]->ourImages, frameIndex).bitmap;
  3163. else
  3164. return vstd::circularAt(smallForceField[forceField.casterSide]->ourImages, frameIndex).bitmap;
  3165. }
  3166. case CObstacleInstance::MOAT://moat is blitted by SiegeHelper, this shouldn't be called
  3167. default:
  3168. assert(0);
  3169. return nullptr;
  3170. }
  3171. }
  3172. Point CBattleInterface::getObstaclePosition(SDL_Surface *image, const CObstacleInstance &obstacle)
  3173. {
  3174. int offset = image->h % 42;
  3175. if(obstacle.obstacleType == CObstacleInstance::USUAL)
  3176. {
  3177. if(obstacle.getInfo().blockedTiles.front() < 0 || offset > 37) //second or part is for holy ground ID=62,65,63
  3178. offset -= 42;
  3179. }
  3180. else if(obstacle.obstacleType == CObstacleInstance::QUICKSAND)
  3181. {
  3182. offset -= 42;
  3183. }
  3184. Rect r = hexPosition(obstacle.pos);
  3185. r.y += 42 - image->h + offset;
  3186. return r.topLeft();
  3187. }
  3188. void CBattleInterface::redrawBackgroundWithHexes(const CStack * activeStack)
  3189. {
  3190. attackableHexes.clear();
  3191. if (activeStack)
  3192. occupyableHexes = curInt->cb->battleGetAvailableHexes(activeStack, true, &attackableHexes);
  3193. curInt->cb->battleGetStackCountOutsideHexes(stackCountOutsideHexes);
  3194. //preparating background graphic with hexes and shaded hexes
  3195. blitAt(background, 0, 0, backgroundWithHexes);
  3196. //draw absolute obstacles (cliffs and so on)
  3197. for(auto &oi : curInt->cb->battleGetAllObstacles())
  3198. {
  3199. if(oi->obstacleType == CObstacleInstance::ABSOLUTE_OBSTACLE/* || oi.obstacleType == CObstacleInstance::MOAT*/)
  3200. blitAt(getObstacleImage(*oi), oi->getInfo().width, oi->getInfo().height, backgroundWithHexes);
  3201. }
  3202. if(settings["battle"]["cellBorders"].Bool())
  3203. CSDL_Ext::blit8bppAlphaTo24bpp(cellBorders, nullptr, backgroundWithHexes, nullptr);
  3204. if(settings["battle"]["stackRange"].Bool())
  3205. {
  3206. std::vector<BattleHex> hexesToShade = occupyableHexes;
  3207. hexesToShade.insert(hexesToShade.end(), attackableHexes.begin(), attackableHexes.end());
  3208. for(BattleHex hex : hexesToShade)
  3209. {
  3210. int i = hex.getY(); //row
  3211. int j = hex.getX()-1; //column
  3212. int x = 58 + (i%2==0 ? 22 : 0) + 44*j;
  3213. int y = 86 + 42 * i;
  3214. SDL_Rect temp_rect = genRect(cellShade->h, cellShade->w, x, y);
  3215. CSDL_Ext::blit8bppAlphaTo24bpp(cellShade, nullptr, backgroundWithHexes, &temp_rect);
  3216. }
  3217. }
  3218. }
  3219. void CBattleInterface::showPiecesOfWall(SDL_Surface * to, std::vector<int> pieces)
  3220. {
  3221. if(!siegeH)
  3222. return;
  3223. for (auto piece : pieces)
  3224. {
  3225. if (piece < 15) // not a tower - just print
  3226. siegeH->printPartOfWall(to, piece);
  3227. else // tower. find if tower is built and not destroyed - stack is present
  3228. {
  3229. // PieceID StackID
  3230. // 15 = keep, -2
  3231. // 16 = lower, -3
  3232. // 17 = upper, -4
  3233. // tower. check if tower is alive - stack is found
  3234. int stackPos = 13 - piece;
  3235. const CStack *turret = nullptr;
  3236. for(auto & stack : curInt->cb->battleGetAllStacks(true))
  3237. {
  3238. if(stack->position == stackPos)
  3239. {
  3240. turret = stack;
  3241. break;
  3242. }
  3243. }
  3244. if (turret)
  3245. {
  3246. std::vector<const CStack *> stackList(1, turret);
  3247. showStacks(to, stackList);
  3248. siegeH->printPartOfWall(to, piece);
  3249. }
  3250. }
  3251. }
  3252. }