CBattleInterface.cpp 109 KB

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  1. #include "StdInc.h"
  2. #include "CBattleInterface.h"
  3. #include "CBattleAnimations.h"
  4. #include "CBattleInterfaceClasses.h"
  5. #include "CCreatureAnimation.h"
  6. #include "../CBitmapHandler.h"
  7. #include "../CDefHandler.h"
  8. #include "../CGameInfo.h"
  9. #include "../CMessage.h"
  10. #include "../CMT.h"
  11. #include "../CMusicHandler.h"
  12. #include "../CPlayerInterface.h"
  13. #include "../CVideoHandler.h"
  14. #include "../Graphics.h"
  15. #include "../gui/CCursorHandler.h"
  16. #include "../gui/CGuiHandler.h"
  17. #include "../gui/SDL_Extensions.h"
  18. #include "../windows/CAdvmapInterface.h"
  19. #include "../windows/CCreatureWindow.h"
  20. #include "../windows/CSpellWindow.h"
  21. #include "../../CCallback.h"
  22. #include "../../lib/BattleState.h"
  23. #include "../../lib/CConfigHandler.h"
  24. #include "../../lib/CGeneralTextHandler.h"
  25. #include "../../lib/CHeroHandler.h"
  26. #include "../../lib/CondSh.h"
  27. #include "../../lib/CRandomGenerator.h"
  28. #include "../../lib/spells/CSpellHandler.h"
  29. #include "../../lib/CTownHandler.h"
  30. #include "../../lib/CGameState.h"
  31. #include "../../lib/mapping/CMap.h"
  32. #include "../../lib/NetPacks.h"
  33. #include "../../lib/UnlockGuard.h"
  34. /*
  35. * CBattleInterface.cpp, part of VCMI engine
  36. *
  37. * Authors: listed in file AUTHORS in main folder
  38. *
  39. * License: GNU General Public License v2.0 or later
  40. * Full text of license available in license.txt file, in main folder
  41. *
  42. */
  43. CondSh<bool> CBattleInterface::animsAreDisplayed;
  44. static void onAnimationFinished(const CStack *stack, CCreatureAnimation * anim)
  45. {
  46. if (anim->isIdle())
  47. {
  48. const CCreature *creature = stack->getCreature();
  49. if (anim->framesInGroup(CCreatureAnim::MOUSEON) > 0)
  50. {
  51. if (CRandomGenerator::getDefault().nextDouble(99.0) < creature->animation.timeBetweenFidgets * 10)
  52. anim->playOnce(CCreatureAnim::MOUSEON);
  53. else
  54. anim->setType(CCreatureAnim::HOLDING);
  55. }
  56. else
  57. {
  58. anim->setType(CCreatureAnim::HOLDING);
  59. }
  60. }
  61. // always reset callback
  62. anim->onAnimationReset += std::bind(&onAnimationFinished, stack, anim);
  63. }
  64. static void transformPalette(SDL_Surface * surf, double rCor, double gCor, double bCor)
  65. {
  66. SDL_Color * colorsToChange = surf->format->palette->colors;
  67. for(int g=0; g<surf->format->palette->ncolors; ++g)
  68. {
  69. if((colorsToChange+g)->b != 132 &&
  70. (colorsToChange+g)->g != 231 &&
  71. (colorsToChange+g)->r != 255) //it's not yellow border
  72. {
  73. (colorsToChange+g)->r = static_cast<double>((colorsToChange+g)->r) * rCor;
  74. (colorsToChange+g)->g = static_cast<double>((colorsToChange+g)->g) * gCor;
  75. (colorsToChange+g)->b = static_cast<double>((colorsToChange+g)->b) * bCor;
  76. }
  77. }
  78. }
  79. void CBattleInterface::addNewAnim(CBattleAnimation * anim)
  80. {
  81. pendingAnims.push_back( std::make_pair(anim, false) );
  82. animsAreDisplayed.setn(true);
  83. }
  84. CBattleInterface::CBattleInterface(const CCreatureSet * army1, const CCreatureSet * army2,
  85. const CGHeroInstance *hero1, const CGHeroInstance *hero2,
  86. const SDL_Rect & myRect,
  87. std::shared_ptr<CPlayerInterface> att, std::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), 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. if(activeStack != nullptr)
  874. {
  875. if(activeStack->ID == stackID)
  876. {
  877. BattleAction * action = new BattleAction();
  878. action->side = defendingHeroInstance ? (curInt->playerID == defendingHeroInstance->tempOwner) : false;
  879. action->actionType = Battle::CANCEL;
  880. action->stackNumber = activeStack->ID;
  881. givenCommand->setn(action);
  882. setActiveStack(nullptr);
  883. }
  884. }
  885. //todo: ensure that ghost stack animation has fadeout effect
  886. redrawBackgroundWithHexes(activeStack);
  887. queue->update();
  888. }
  889. void CBattleInterface::stackActivated(const CStack * stack) //TODO: check it all before game state is changed due to abilities
  890. {
  891. //givenCommand = nullptr;
  892. stackToActivate = stack;
  893. waitForAnims();
  894. //if(pendingAnims.size() == 0)
  895. if(stackToActivate) //during waiting stack may have gotten activated through show
  896. activateStack();
  897. }
  898. void CBattleInterface::stackMoved(const CStack * stack, std::vector<BattleHex> destHex, int distance)
  899. {
  900. addNewAnim(new CMovementAnimation(this, stack, destHex, distance));
  901. waitForAnims();
  902. }
  903. void CBattleInterface::stacksAreAttacked(std::vector<StackAttackedInfo> attackedInfos)
  904. {
  905. for (auto & attackedInfo : attackedInfos)
  906. {
  907. //if (!attackedInfo.cloneKilled) //FIXME: play dead animation for cloned creature before it vanishes
  908. addNewAnim(new CDefenceAnimation(attackedInfo, this));
  909. if (attackedInfo.rebirth)
  910. {
  911. displayEffect(50, attackedInfo.defender->position); //TODO: play reverse death animation
  912. CCS->soundh->playSound(soundBase::RESURECT);
  913. }
  914. }
  915. waitForAnims();
  916. int targets = 0, killed = 0, damage = 0;
  917. for(auto & attackedInfo : attackedInfos)
  918. {
  919. ++targets;
  920. killed += attackedInfo.amountKilled;
  921. damage += attackedInfo.dmg;
  922. }
  923. for(auto & attackedInfo : attackedInfos)
  924. {
  925. if (attackedInfo.rebirth)
  926. creAnims[attackedInfo.defender->ID]->setType(CCreatureAnim::HOLDING);
  927. if (attackedInfo.cloneKilled)
  928. stackRemoved(attackedInfo.defender->ID);
  929. }
  930. if (targets > 1)
  931. printConsoleAttacked(attackedInfos.front().defender, damage, killed, attackedInfos.front().attacker, true); //creatures perish
  932. else
  933. printConsoleAttacked(attackedInfos.front().defender, damage, killed, attackedInfos.front().attacker, false);
  934. }
  935. void CBattleInterface::stackAttacking( const CStack * attacker, BattleHex dest, const CStack * attacked, bool shooting )
  936. {
  937. if (shooting)
  938. {
  939. addNewAnim(new CShootingAnimation(this, attacker, dest, attacked));
  940. }
  941. else
  942. {
  943. addNewAnim(new CMeleeAttackAnimation(this, attacker, dest, attacked));
  944. }
  945. //waitForAnims();
  946. }
  947. void CBattleInterface::newRoundFirst( int round )
  948. {
  949. waitForAnims();
  950. }
  951. void CBattleInterface::newRound(int number)
  952. {
  953. console->addText(CGI->generaltexth->allTexts[412]);
  954. }
  955. void CBattleInterface::giveCommand(Battle::ActionType action, BattleHex tile, ui32 stackID, si32 additional, si32 selected)
  956. {
  957. const CStack *stack = curInt->cb->battleGetStackByID(stackID);
  958. if(!stack && action != Battle::HERO_SPELL && action != Battle::RETREAT && action != Battle::SURRENDER)
  959. {
  960. return;
  961. }
  962. if(stack && stack != activeStack)
  963. logGlobal->warnStream() << "Warning: giving an order to a non-active stack?";
  964. auto ba = new BattleAction(); //is deleted in CPlayerInterface::activeStack()
  965. ba->side = defendingHeroInstance ? (curInt->playerID == defendingHeroInstance->tempOwner) : false;
  966. ba->actionType = action;
  967. ba->destinationTile = tile;
  968. ba->stackNumber = stackID;
  969. ba->additionalInfo = additional;
  970. ba->selectedStack = selected;
  971. //some basic validations
  972. switch(action)
  973. {
  974. case Battle::WALK_AND_ATTACK:
  975. assert(curInt->cb->battleGetStackByPos(additional)); //stack to attack must exist
  976. case Battle::WALK:
  977. case Battle::SHOOT:
  978. case Battle::CATAPULT:
  979. assert(tile < GameConstants::BFIELD_SIZE);
  980. break;
  981. }
  982. if(!tacticsMode)
  983. {
  984. logGlobal->traceStream() << "Setting command for " << (stack ? stack->nodeName() : "hero");
  985. myTurn = false;
  986. setActiveStack(nullptr);
  987. givenCommand->setn(ba);
  988. }
  989. else
  990. {
  991. curInt->cb->battleMakeTacticAction(ba);
  992. vstd::clear_pointer(ba);
  993. setActiveStack(nullptr);
  994. //next stack will be activated when action ends
  995. }
  996. }
  997. bool CBattleInterface::isTileAttackable(const BattleHex & number) const
  998. {
  999. for(auto & elem : occupyableHexes)
  1000. {
  1001. if(BattleHex::mutualPosition(elem, number) != -1 || elem == number)
  1002. return true;
  1003. }
  1004. return false;
  1005. }
  1006. bool CBattleInterface::isCatapultAttackable(BattleHex hex) const
  1007. {
  1008. if(!siegeH || tacticsMode) return false;
  1009. auto wallPart = curInt->cb->battleHexToWallPart(hex);
  1010. if(!curInt->cb->isWallPartPotentiallyAttackable(wallPart)) return false;
  1011. auto state = curInt->cb->battleGetWallState(static_cast<int>(wallPart));
  1012. return state != EWallState::DESTROYED && state != EWallState::NONE;
  1013. }
  1014. const CGHeroInstance * CBattleInterface::getActiveHero()
  1015. {
  1016. const CStack * attacker = activeStack;
  1017. if (!attacker)
  1018. {
  1019. return nullptr;
  1020. }
  1021. if (attacker->attackerOwned)
  1022. {
  1023. return attackingHeroInstance;
  1024. }
  1025. return defendingHeroInstance;
  1026. }
  1027. void CBattleInterface::hexLclicked(int whichOne)
  1028. {
  1029. handleHex(whichOne, LCLICK);
  1030. }
  1031. void CBattleInterface::stackIsCatapulting(const CatapultAttack & ca)
  1032. {
  1033. if(ca.attacker != -1)
  1034. {
  1035. const CStack * stack = curInt->cb->battleGetStackByID(ca.attacker);
  1036. for(auto attackInfo : ca.attackedParts)
  1037. {
  1038. addNewAnim(new CShootingAnimation(this, stack, attackInfo.destinationTile, nullptr, true, attackInfo.damageDealt));
  1039. }
  1040. }
  1041. else
  1042. {
  1043. //no attacker stack, assume spell-related (earthquake) - only hit animation
  1044. for(auto attackInfo : ca.attackedParts)
  1045. {
  1046. Point destPos = CClickableHex::getXYUnitAnim(attackInfo.destinationTile, nullptr, this) + Point(99, 120);
  1047. addNewAnim(new CSpellEffectAnimation(this, "SGEXPL.DEF", destPos.x, destPos.y));
  1048. }
  1049. }
  1050. waitForAnims();
  1051. for(auto attackInfo : ca.attackedParts)
  1052. {
  1053. int wallId = attackInfo.attackedPart + 2;
  1054. //gate state changing handled separately
  1055. if(wallId == SiegeHelper::GATE)
  1056. continue;
  1057. SDL_FreeSurface(siegeH->walls[wallId]);
  1058. siegeH->walls[wallId] = BitmapHandler::loadBitmap(
  1059. siegeH->getSiegeName(wallId, curInt->cb->battleGetWallState(attackInfo.attackedPart)));
  1060. }
  1061. }
  1062. void CBattleInterface::battleFinished(const BattleResult& br)
  1063. {
  1064. bresult = &br;
  1065. {
  1066. auto unlockPim = vstd::makeUnlockGuard(*LOCPLINT->pim);
  1067. animsAreDisplayed.waitUntil(false);
  1068. }
  1069. displayBattleFinished();
  1070. setActiveStack(nullptr);
  1071. }
  1072. void CBattleInterface::displayBattleFinished()
  1073. {
  1074. CCS->curh->changeGraphic(ECursor::ADVENTURE,0);
  1075. SDL_Rect temp_rect = genRect(561, 470, (screen->w - 800)/2 + 165, (screen->h - 600)/2 + 19);
  1076. resWindow = new CBattleResultWindow(*bresult, temp_rect, *this->curInt);
  1077. GH.pushInt(resWindow);
  1078. }
  1079. void CBattleInterface::spellCast( const BattleSpellCast * sc )
  1080. {
  1081. const SpellID spellID(sc->id);
  1082. const CSpell & spell = * spellID.toSpell();
  1083. const std::string & castSoundPath = spell.getCastSound();
  1084. if(!castSoundPath.empty())
  1085. CCS->soundh->playSound(castSoundPath);
  1086. Point srccoord = (sc->side ? Point(770, 60) : Point(30, 60)) + pos; //hero position by default
  1087. {
  1088. const auto casterStackID = sc->casterStack;
  1089. if(casterStackID > 0)
  1090. {
  1091. const CStack * casterStack = curInt->cb->battleGetStackByID(casterStackID);
  1092. if(casterStack != nullptr)
  1093. {
  1094. srccoord = CClickableHex::getXYUnitAnim(casterStack->position, casterStack, this);
  1095. srccoord.x += 250;
  1096. srccoord.y += 240;
  1097. }
  1098. }
  1099. }
  1100. //todo: play custom cast animation
  1101. displaySpellCast(spellID, BattleHex::INVALID);
  1102. //playing projectile animation
  1103. if(sc->tile.isValid())
  1104. {
  1105. Point destcoord = CClickableHex::getXYUnitAnim(sc->tile, curInt->cb->battleGetStackByPos(sc->tile), this); //position attacked by projectile
  1106. destcoord.x += 250; destcoord.y += 240;
  1107. //animation angle
  1108. double angle = atan2(static_cast<double>(destcoord.x - srccoord.x), static_cast<double>(destcoord.y - srccoord.y));
  1109. bool Vflip = (angle < 0);
  1110. if(Vflip)
  1111. angle = -angle;
  1112. std::string animToDisplay = spell.animationInfo.selectProjectile(angle);
  1113. if(!animToDisplay.empty())
  1114. {
  1115. //displaying animation
  1116. CDefEssential * animDef = CDefHandler::giveDefEss(animToDisplay);
  1117. double diffX = (destcoord.x - srccoord.x)*(destcoord.x - srccoord.x);
  1118. double diffY = (destcoord.y - srccoord.y)*(destcoord.y - srccoord.y);
  1119. double distance = sqrt(diffX + diffY);
  1120. int steps = distance / AnimationControls::getSpellEffectSpeed() + 1;
  1121. int dx = (destcoord.x - srccoord.x - animDef->ourImages[0].bitmap->w)/steps;
  1122. int dy = (destcoord.y - srccoord.y - animDef->ourImages[0].bitmap->h)/steps;
  1123. delete animDef;
  1124. addNewAnim(new CSpellEffectAnimation(this, animToDisplay, srccoord.x, srccoord.y, dx, dy, Vflip));
  1125. }
  1126. }
  1127. waitForAnims();
  1128. displaySpellHit(spellID, sc->tile);
  1129. //queuing affect animation
  1130. for(auto & elem : sc->affectedCres)
  1131. {
  1132. BattleHex position = curInt->cb->battleGetStackByID(elem, false)->position;
  1133. displaySpellEffect(spellID, position);
  1134. }
  1135. //queuing additional animation
  1136. for(auto & elem : sc->customEffects)
  1137. {
  1138. BattleHex position = curInt->cb->battleGetStackByID(elem.stack, false)->position;
  1139. displayEffect(elem.effect, position);
  1140. }
  1141. //displaying message in console
  1142. for(const auto & line : sc->battleLog)
  1143. if(!console->addText(line.toString()))
  1144. logGlobal->warn("Too long battle log line");
  1145. waitForAnims();
  1146. //mana absorption
  1147. if(sc->manaGained > 0)
  1148. {
  1149. Point leftHero = Point(15, 30) + pos;
  1150. Point rightHero = Point(755, 30) + pos;
  1151. addNewAnim(new CSpellEffectAnimation(this, sc->side ? "SP07_A.DEF" : "SP07_B.DEF", leftHero.x, leftHero.y, 0, 0, false));
  1152. addNewAnim(new CSpellEffectAnimation(this, sc->side ? "SP07_B.DEF" : "SP07_A.DEF", rightHero.x, rightHero.y, 0, 0, false));
  1153. }
  1154. }
  1155. void CBattleInterface::battleStacksEffectsSet(const SetStackEffect & sse)
  1156. {
  1157. if (sse.effect.back().sid == -1 && sse.stacks.size() == 1 && sse.effect.size() == 2)
  1158. {
  1159. const Bonus & bns = sse.effect.front();
  1160. if (bns.source == Bonus::OTHER && bns.type == Bonus::PRIMARY_SKILL)
  1161. {
  1162. //defensive stance
  1163. const CStack * stack = LOCPLINT->cb->battleGetStackByID(*sse.stacks.begin());
  1164. int txtid = 120;
  1165. if(stack->count != 1)
  1166. txtid++; //move to plural text
  1167. BonusList defenseBonuses = *(stack->getBonuses(Selector::typeSubtype(Bonus::PRIMARY_SKILL, PrimarySkill::DEFENSE)));
  1168. defenseBonuses.remove_if(Bonus::UntilGetsTurn); //remove bonuses gained from defensive stance
  1169. int val = stack->Defense() - defenseBonuses.totalValue();
  1170. auto txt = boost::format (CGI->generaltexth->allTexts[txtid]) % ((stack->count != 1) ? stack->getCreature()->namePl : stack->getCreature()->nameSing) % val;
  1171. console->addText(boost::to_string(txt));
  1172. }
  1173. }
  1174. if (activeStack != nullptr) //it can be -1 when a creature casts effect
  1175. {
  1176. redrawBackgroundWithHexes(activeStack);
  1177. }
  1178. }
  1179. CBattleInterface::PossibleActions CBattleInterface::getCasterAction(const CSpell * spell, const ISpellCaster * caster) const
  1180. {
  1181. PossibleActions spellSelMode = ANY_LOCATION;
  1182. const CSpell::TargetInfo ti(spell, caster->getSpellSchoolLevel(spell));
  1183. if(ti.massive || ti.type == CSpell::NO_TARGET)
  1184. spellSelMode = NO_LOCATION;
  1185. else if(ti.type == CSpell::LOCATION && ti.clearAffected)
  1186. {
  1187. spellSelMode = FREE_LOCATION;
  1188. }
  1189. else if(ti.type == CSpell::CREATURE)
  1190. {
  1191. spellSelMode = AIMED_SPELL_CREATURE;
  1192. }
  1193. else if(ti.type == CSpell::OBSTACLE)
  1194. {
  1195. spellSelMode = OBSTACLE;
  1196. }
  1197. return spellSelMode;
  1198. }
  1199. void CBattleInterface::castThisSpell(SpellID spellID)
  1200. {
  1201. auto ba = new BattleAction;
  1202. ba->actionType = Battle::HERO_SPELL;
  1203. ba->additionalInfo = spellID; //spell number
  1204. ba->destinationTile = -1;
  1205. ba->stackNumber = (attackingHeroInstance->tempOwner == curInt->playerID) ? -1 : -2;
  1206. ba->side = defendingHeroInstance ? (curInt->playerID == defendingHeroInstance->tempOwner) : false;
  1207. spellToCast = ba;
  1208. spellDestSelectMode = true;
  1209. creatureCasting = false;
  1210. //choosing possible targets
  1211. const CGHeroInstance * castingHero = (attackingHeroInstance->tempOwner == curInt->playerID) ? attackingHeroInstance : defendingHeroInstance;
  1212. assert(castingHero); // code below assumes non-null hero
  1213. sp = spellID.toSpell();
  1214. PossibleActions spellSelMode = getCasterAction(sp, castingHero);
  1215. if (spellSelMode == NO_LOCATION) //user does not have to select location
  1216. {
  1217. spellToCast->destinationTile = -1;
  1218. curInt->cb->battleMakeAction(spellToCast);
  1219. endCastingSpell();
  1220. }
  1221. else
  1222. {
  1223. possibleActions.clear();
  1224. possibleActions.push_back (spellSelMode); //only this one action can be performed at the moment
  1225. GH.fakeMouseMove();//update cursor
  1226. }
  1227. }
  1228. void CBattleInterface::displayEffect(ui32 effect, int destTile)
  1229. {
  1230. addNewAnim(new CSpellEffectAnimation(this, effect, destTile, 0, 0, false));
  1231. }
  1232. void CBattleInterface::displaySpellAnimation(const CSpell::TAnimation & animation, BattleHex destinationTile)
  1233. {
  1234. if(animation.pause > 0)
  1235. {
  1236. addNewAnim(new CDummyAnimation(this, animation.pause));
  1237. }
  1238. else
  1239. {
  1240. addNewAnim(new CSpellEffectAnimation(this, animation.resourceName, destinationTile, false, animation.verticalPosition == VerticalPosition::BOTTOM));
  1241. }
  1242. }
  1243. void CBattleInterface::displaySpellCast(SpellID spellID, BattleHex destinationTile)
  1244. {
  1245. const CSpell * spell = spellID.toSpell();
  1246. if(spell == nullptr)
  1247. return;
  1248. for(const CSpell::TAnimation & animation : spell->animationInfo.cast)
  1249. {
  1250. displaySpellAnimation(animation, destinationTile);
  1251. }
  1252. }
  1253. void CBattleInterface::displaySpellEffect(SpellID spellID, BattleHex destinationTile)
  1254. {
  1255. const CSpell * spell = spellID.toSpell();
  1256. if(spell == nullptr)
  1257. return;
  1258. for(const CSpell::TAnimation & animation : spell->animationInfo.affect)
  1259. {
  1260. displaySpellAnimation(animation, destinationTile);
  1261. }
  1262. }
  1263. void CBattleInterface::displaySpellHit(SpellID spellID, BattleHex destinationTile)
  1264. {
  1265. const CSpell * spell = spellID.toSpell();
  1266. if(spell == nullptr)
  1267. return;
  1268. for(const CSpell::TAnimation & animation : spell->animationInfo.hit)
  1269. {
  1270. displaySpellAnimation(animation, destinationTile);
  1271. }
  1272. }
  1273. void CBattleInterface::battleTriggerEffect(const BattleTriggerEffect & bte)
  1274. {
  1275. const CStack * stack = curInt->cb->battleGetStackByID(bte.stackID);
  1276. //don't show animation when no HP is regenerated
  1277. switch (bte.effect)
  1278. {
  1279. case Bonus::HP_REGENERATION:
  1280. displayEffect(74, stack->position);
  1281. CCS->soundh->playSound(soundBase::REGENER);
  1282. break;
  1283. case Bonus::MANA_DRAIN:
  1284. displayEffect(77, stack->position);
  1285. CCS->soundh->playSound(soundBase::MANADRAI);
  1286. break;
  1287. case Bonus::POISON:
  1288. displayEffect(67, stack->position);
  1289. CCS->soundh->playSound(soundBase::POISON);
  1290. break;
  1291. case Bonus::FEAR:
  1292. displayEffect(15, stack->position);
  1293. CCS->soundh->playSound(soundBase::FEAR);
  1294. break;
  1295. case Bonus::MORALE:
  1296. {
  1297. std::string hlp = CGI->generaltexth->allTexts[33];
  1298. boost::algorithm::replace_first(hlp,"%s",(stack->getName()));
  1299. displayEffect(20,stack->position);
  1300. CCS->soundh->playSound(soundBase::GOODMRLE);
  1301. console->addText(hlp);
  1302. break;
  1303. }
  1304. default:
  1305. return;
  1306. }
  1307. //waitForAnims(); //fixme: freezes game :?
  1308. }
  1309. void CBattleInterface::setAnimSpeed(int set)
  1310. {
  1311. Settings speed = settings.write["battle"]["animationSpeed"];
  1312. speed->Float() = float(set) / 100;
  1313. }
  1314. int CBattleInterface::getAnimSpeed() const
  1315. {
  1316. return vstd::round(settings["battle"]["animationSpeed"].Float() * 100);
  1317. }
  1318. CPlayerInterface * CBattleInterface::getCurrentPlayerInterface() const
  1319. {
  1320. return curInt.get();
  1321. }
  1322. void CBattleInterface::setActiveStack(const CStack * stack)
  1323. {
  1324. if (activeStack) // update UI
  1325. creAnims[activeStack->ID]->setBorderColor(AnimationControls::getNoBorder());
  1326. activeStack = stack;
  1327. if (activeStack) // update UI
  1328. creAnims[activeStack->ID]->setBorderColor(AnimationControls::getGoldBorder());
  1329. blockUI(activeStack == nullptr);
  1330. }
  1331. void CBattleInterface::setHoveredStack(const CStack * stack)
  1332. {
  1333. if (mouseHoveredStack)
  1334. creAnims[mouseHoveredStack->ID]->setBorderColor(AnimationControls::getNoBorder());
  1335. // stack must be alive and not active (which uses gold border instead)
  1336. if (stack && stack->alive() && stack != activeStack)
  1337. {
  1338. mouseHoveredStack = stack;
  1339. if (mouseHoveredStack)
  1340. {
  1341. creAnims[mouseHoveredStack->ID]->setBorderColor(AnimationControls::getBlueBorder());
  1342. if (creAnims[mouseHoveredStack->ID]->framesInGroup(CCreatureAnim::MOUSEON) > 0)
  1343. creAnims[mouseHoveredStack->ID]->playOnce(CCreatureAnim::MOUSEON);
  1344. }
  1345. }
  1346. else
  1347. mouseHoveredStack = nullptr;
  1348. }
  1349. void CBattleInterface::activateStack()
  1350. {
  1351. myTurn = true;
  1352. if(!!attackerInt && defenderInt) //hotseat -> need to pick which interface "takes over" as active
  1353. curInt = attackerInt->playerID == stackToActivate->owner ? attackerInt : defenderInt;
  1354. setActiveStack(stackToActivate);
  1355. stackToActivate = nullptr;
  1356. const CStack *s = activeStack;
  1357. queue->update();
  1358. redrawBackgroundWithHexes(activeStack);
  1359. //set casting flag to true if creature can use it to not check it every time
  1360. const Bonus *spellcaster = s->getBonusLocalFirst(Selector::type(Bonus::SPELLCASTER)),
  1361. *randomSpellcaster = s->getBonusLocalFirst(Selector::type(Bonus::RANDOM_SPELLCASTER));
  1362. if (s->casts && (spellcaster || randomSpellcaster))
  1363. {
  1364. stackCanCastSpell = true;
  1365. if(randomSpellcaster)
  1366. creatureSpellToCast = -1; //spell will be set later on cast
  1367. else
  1368. creatureSpellToCast = curInt->cb->battleGetRandomStackSpell(s, CBattleInfoCallback::RANDOM_AIMED); //faerie dragon can cast only one spell until their next move
  1369. //TODO: what if creature can cast BOTH random genie spell and aimed spell?
  1370. }
  1371. else
  1372. {
  1373. stackCanCastSpell = false;
  1374. creatureSpellToCast = -1;
  1375. }
  1376. getPossibleActionsForStack (s);
  1377. GH.fakeMouseMove();
  1378. }
  1379. void CBattleInterface::endCastingSpell()
  1380. {
  1381. assert(spellDestSelectMode);
  1382. vstd::clear_pointer(spellToCast);
  1383. sp = nullptr;
  1384. spellDestSelectMode = false;
  1385. CCS->curh->changeGraphic(ECursor::COMBAT, ECursor::COMBAT_POINTER);
  1386. if (activeStack)
  1387. {
  1388. getPossibleActionsForStack (activeStack); //restore actions after they were cleared
  1389. myTurn = true;
  1390. }
  1391. }
  1392. void CBattleInterface::getPossibleActionsForStack(const CStack * stack)
  1393. {
  1394. possibleActions.clear();
  1395. if (tacticsMode)
  1396. {
  1397. possibleActions.push_back(MOVE_TACTICS);
  1398. possibleActions.push_back(CHOOSE_TACTICS_STACK);
  1399. }
  1400. else
  1401. {
  1402. //first action will be prioritized over later ones
  1403. if (stack->casts) //TODO: check for battlefield effects that prevent casting?
  1404. {
  1405. if (stack->hasBonusOfType (Bonus::SPELLCASTER))
  1406. {
  1407. if(creatureSpellToCast != -1)
  1408. {
  1409. const CSpell * spell = SpellID(creatureSpellToCast).toSpell();
  1410. PossibleActions act = getCasterAction(spell, stack);
  1411. if(act == NO_LOCATION)
  1412. logGlobal->error("NO_LOCATION action target is not yet supported for creatures");
  1413. else
  1414. possibleActions.push_back(act);
  1415. }
  1416. }
  1417. if (stack->hasBonusOfType (Bonus::RANDOM_SPELLCASTER))
  1418. possibleActions.push_back (RANDOM_GENIE_SPELL);
  1419. if (stack->hasBonusOfType (Bonus::DAEMON_SUMMONING))
  1420. possibleActions.push_back (RISE_DEMONS);
  1421. }
  1422. if (stack->shots && stack->hasBonusOfType (Bonus::SHOOTER))
  1423. possibleActions.push_back (SHOOT);
  1424. if (stack->hasBonusOfType (Bonus::RETURN_AFTER_STRIKE))
  1425. possibleActions.push_back (ATTACK_AND_RETURN);
  1426. possibleActions.push_back(ATTACK); //all active stacks can attack
  1427. possibleActions.push_back(WALK_AND_ATTACK); //not all stacks can always walk, but we will check this elsewhere
  1428. if (stack->canMove() && stack->Speed()) //probably no reason to try move war machines or bound stacks
  1429. possibleActions.push_back (MOVE_STACK); //all active stacks can attack
  1430. if (siegeH && stack->hasBonusOfType (Bonus::CATAPULT)) //TODO: check shots
  1431. possibleActions.push_back (CATAPULT);
  1432. if (stack->hasBonusOfType (Bonus::HEALER))
  1433. possibleActions.push_back (HEAL);
  1434. }
  1435. }
  1436. void CBattleInterface::printConsoleAttacked( const CStack * defender, int dmg, int killed, const CStack * attacker, bool multiple )
  1437. {
  1438. std::string formattedText;
  1439. if (attacker) //ignore if stacks were killed by spell
  1440. {
  1441. boost::format txt = boost::format (CGI->generaltexth->allTexts[attacker->count > 1 ? 377 : 376]) %
  1442. (attacker->count > 1 ? attacker->getCreature()->namePl : attacker->getCreature()->nameSing) % dmg;
  1443. formattedText.append(boost::to_string(txt));
  1444. }
  1445. if(killed > 0)
  1446. {
  1447. if (attacker)
  1448. formattedText.append(" ");
  1449. boost::format txt;
  1450. if(killed > 1)
  1451. {
  1452. txt = boost::format (CGI->generaltexth->allTexts[379]) % killed % (multiple ? CGI->generaltexth->allTexts[43] : defender->getCreature()->namePl); // creatures perish
  1453. }
  1454. else //killed == 1
  1455. {
  1456. txt = boost::format (CGI->generaltexth->allTexts[378]) % (multiple ? CGI->generaltexth->allTexts[42] : defender->getCreature()->nameSing); // creature perishes
  1457. }
  1458. std::string trimmed = boost::to_string(txt);
  1459. boost::algorithm::trim(trimmed); // these default h3 texts have unnecessary new lines, so get rid of them before displaying
  1460. formattedText.append(trimmed);
  1461. }
  1462. console->addText(formattedText);
  1463. }
  1464. void CBattleInterface::endAction(const BattleAction* action)
  1465. {
  1466. const CStack * stack = curInt->cb->battleGetStackByID(action->stackNumber);
  1467. if(action->actionType == Battle::HERO_SPELL)
  1468. {
  1469. if(action->side)
  1470. defendingHero->setPhase(0);
  1471. else
  1472. attackingHero->setPhase(0);
  1473. }
  1474. if(stack && action->actionType == Battle::WALK &&
  1475. !creAnims[action->stackNumber]->isIdle()) //walk or walk & attack
  1476. {
  1477. pendingAnims.push_back(std::make_pair(new CMovementEndAnimation(this, stack, action->destinationTile), false));
  1478. }
  1479. //check if we should reverse stacks
  1480. //for some strange reason, it's not enough
  1481. TStacks stacks = curInt->cb->battleGetStacks(CBattleCallback::MINE_AND_ENEMY);
  1482. for(const CStack *s : stacks)
  1483. {
  1484. if(s && creDir[s->ID] != bool(s->attackerOwned) && s->alive()
  1485. && creAnims[s->ID]->isIdle())
  1486. {
  1487. addNewAnim(new CReverseAnimation(this, s, s->position, false));
  1488. }
  1489. }
  1490. queue->update();
  1491. if(tacticsMode) //stack ended movement in tactics phase -> select the next one
  1492. bTacticNextStack(stack);
  1493. 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
  1494. redrawBackgroundWithHexes(activeStack);
  1495. if(activeStack && !animsAreDisplayed.get() && pendingAnims.empty() && !active)
  1496. {
  1497. logGlobal->warnStream() << "Something wrong... interface was deactivated but there is no animation. Reactivating...";
  1498. blockUI(false);
  1499. }
  1500. else
  1501. {
  1502. // block UI if no active stack (e.g. enemy turn);
  1503. blockUI(activeStack == nullptr);
  1504. }
  1505. }
  1506. void CBattleInterface::hideQueue()
  1507. {
  1508. Settings showQueue = settings.write["battle"]["showQueue"];
  1509. showQueue->Bool() = false;
  1510. queue->deactivate();
  1511. if(!queue->embedded)
  1512. {
  1513. moveBy(Point(0, -queue->pos.h / 2));
  1514. GH.totalRedraw();
  1515. }
  1516. }
  1517. void CBattleInterface::showQueue()
  1518. {
  1519. Settings showQueue = settings.write["battle"]["showQueue"];
  1520. showQueue->Bool() = true;
  1521. queue->activate();
  1522. if(!queue->embedded)
  1523. {
  1524. moveBy(Point(0, +queue->pos.h / 2));
  1525. GH.totalRedraw();
  1526. }
  1527. }
  1528. void CBattleInterface::blockUI(bool on)
  1529. {
  1530. ESpellCastProblem::ESpellCastProblem spellcastingProblem;
  1531. bool canCastSpells = curInt->cb->battleCanCastSpell(&spellcastingProblem);
  1532. bool canWait = activeStack ? !activeStack->waited() : false;
  1533. bOptions->block(on);
  1534. bFlee->block(on || !curInt->cb->battleCanFlee());
  1535. bSurrender->block(on || curInt->cb->battleGetSurrenderCost() < 0);
  1536. // block only if during enemy turn and auto-fight is off
  1537. // othervice - crash on accessing non-exisiting active stack
  1538. bAutofight->block(!curInt->isAutoFightOn && !activeStack);
  1539. if(tacticsMode && btactEnd && btactNext)
  1540. {
  1541. btactNext->block(on);
  1542. btactEnd->block(on);
  1543. }
  1544. else
  1545. {
  1546. bConsoleUp->block(on);
  1547. bConsoleDown->block(on);
  1548. }
  1549. //if magic is blocked, we leave button active, so the message can be displayed (cf bug #97)
  1550. bSpell->block(on || (!canCastSpells && spellcastingProblem != ESpellCastProblem::MAGIC_IS_BLOCKED));
  1551. bWait->block(on || tacticsMode || !canWait);
  1552. bDefence->block(on || tacticsMode);
  1553. }
  1554. void CBattleInterface::startAction(const BattleAction* action)
  1555. {
  1556. //setActiveStack(nullptr);
  1557. setHoveredStack(nullptr);
  1558. blockUI(true);
  1559. if(action->actionType == Battle::END_TACTIC_PHASE)
  1560. {
  1561. SDL_FreeSurface(menu);
  1562. menu = BitmapHandler::loadBitmap("CBAR.bmp");
  1563. graphics->blueToPlayersAdv(menu, curInt->playerID);
  1564. return;
  1565. }
  1566. const CStack *stack = curInt->cb->battleGetStackByID(action->stackNumber);
  1567. if(stack)
  1568. {
  1569. queue->update();
  1570. }
  1571. else
  1572. {
  1573. assert(action->actionType == Battle::HERO_SPELL); //only cast spell is valid action without acting stack number
  1574. }
  1575. if(action->actionType == Battle::WALK
  1576. || (action->actionType == Battle::WALK_AND_ATTACK && action->destinationTile != stack->position))
  1577. {
  1578. assert(stack);
  1579. moveStarted = true;
  1580. if(creAnims[action->stackNumber]->framesInGroup(CCreatureAnim::MOVE_START))
  1581. {
  1582. pendingAnims.push_back(std::make_pair(new CMovementStartAnimation(this, stack), false));
  1583. }
  1584. }
  1585. redraw(); // redraw after deactivation, including proper handling of hovered hexes
  1586. if (action->actionType == Battle::HERO_SPELL) //when hero casts spell
  1587. {
  1588. if(action->side)
  1589. defendingHero->setPhase(4);
  1590. else
  1591. attackingHero->setPhase(4);
  1592. return;
  1593. }
  1594. if(!stack)
  1595. {
  1596. logGlobal->errorStream()<<"Something wrong with stackNumber in actionStarted. Stack number: "<<action->stackNumber;
  1597. return;
  1598. }
  1599. int txtid = 0;
  1600. switch(action->actionType)
  1601. {
  1602. case Battle::WAIT:
  1603. txtid = 136;
  1604. break;
  1605. case Battle::BAD_MORALE:
  1606. txtid = -34; //negative -> no separate singular/plural form
  1607. displayEffect(30,stack->position);
  1608. CCS->soundh->playSound(soundBase::BADMRLE);
  1609. break;
  1610. }
  1611. if(txtid > 0 && stack->count != 1)
  1612. txtid++; //move to plural text
  1613. else if(txtid < 0)
  1614. txtid = -txtid;
  1615. if(txtid)
  1616. {
  1617. std::string name = (stack->count != 1) ? stack->getCreature()->namePl.c_str() : stack->getCreature()->nameSing.c_str();
  1618. console->addText((boost::format(CGI->generaltexth->allTexts[txtid].c_str()) % name).str());
  1619. }
  1620. //displaying special abilities
  1621. switch (action->actionType)
  1622. {
  1623. case Battle::STACK_HEAL:
  1624. displayEffect(74, action->destinationTile);
  1625. CCS->soundh->playSound(soundBase::REGENER);
  1626. break;
  1627. }
  1628. }
  1629. void CBattleInterface::waitForAnims()
  1630. {
  1631. auto unlockPim = vstd::makeUnlockGuard(*LOCPLINT->pim);
  1632. animsAreDisplayed.waitWhileTrue();
  1633. }
  1634. void CBattleInterface::bEndTacticPhase()
  1635. {
  1636. setActiveStack(nullptr);
  1637. blockUI(true);
  1638. tacticsMode = false;
  1639. }
  1640. static bool immobile(const CStack *s)
  1641. {
  1642. return !s->Speed(0, true); //should bound stacks be immobile?
  1643. }
  1644. void CBattleInterface::bTacticNextStack(const CStack *current /*= nullptr*/)
  1645. {
  1646. if(!current)
  1647. current = activeStack;
  1648. //no switching stacks when the current one is moving
  1649. waitForAnims();
  1650. TStacks stacksOfMine = tacticianInterface->cb->battleGetStacks(CBattleCallback::ONLY_MINE);
  1651. vstd::erase_if(stacksOfMine, &immobile);
  1652. if(stacksOfMine.empty())
  1653. {
  1654. bEndTacticPhase();
  1655. return;
  1656. }
  1657. auto it = vstd::find(stacksOfMine, current);
  1658. if(it != stacksOfMine.end() && ++it != stacksOfMine.end())
  1659. stackActivated(*it);
  1660. else
  1661. stackActivated(stacksOfMine.front());
  1662. }
  1663. std::string formatDmgRange(std::pair<ui32, ui32> dmgRange)
  1664. {
  1665. if(dmgRange.first != dmgRange.second)
  1666. return (boost::format("%d - %d") % dmgRange.first % dmgRange.second).str();
  1667. else
  1668. return (boost::format("%d") % dmgRange.first).str();
  1669. }
  1670. bool CBattleInterface::canStackMoveHere (const CStack * activeStack, BattleHex myNumber)
  1671. {
  1672. std::vector<BattleHex> acc = curInt->cb->battleGetAvailableHexes (activeStack, false);
  1673. int shiftedDest = myNumber + (activeStack->attackerOwned ? 1 : -1);
  1674. if (vstd::contains(acc, myNumber))
  1675. return true;
  1676. else if (activeStack->doubleWide() && vstd::contains(acc, shiftedDest))
  1677. return true;
  1678. else
  1679. return false;
  1680. }
  1681. void CBattleInterface::handleHex(BattleHex myNumber, int eventType)
  1682. {
  1683. if(!myTurn) //we are not permit to do anything
  1684. return;
  1685. // This function handles mouse move over hexes and l-clicking on them.
  1686. // First we decide what happens if player clicks on this hex and set appropriately
  1687. // consoleMsg, cursorFrame/Type and prepare lambda realizeAction.
  1688. //
  1689. // Then, depending whether it was hover/click we either call the action or set tooltip/cursor.
  1690. //used when hovering -> tooltip message and cursor to be set
  1691. std::string consoleMsg;
  1692. bool setCursor = true; //if we want to suppress setting cursor
  1693. ECursor::ECursorTypes cursorType = ECursor::COMBAT;
  1694. int cursorFrame = ECursor::COMBAT_POINTER; //TODO: is this line used?
  1695. //used when l-clicking -> action to be called upon the click
  1696. std::function<void()> realizeAction;
  1697. const CStack * const sactive = activeStack;
  1698. //Get stack on the hex - first try to grab the alive one, if not found -> allow dead stacks.
  1699. const CStack *shere = curInt->cb->battleGetStackByPos(myNumber, true);
  1700. if(!shere)
  1701. shere = curInt->cb->battleGetStackByPos(myNumber, false);
  1702. if (!sactive)
  1703. return;
  1704. bool ourStack = false;
  1705. if (shere)
  1706. ourStack = shere->owner == curInt->playerID;
  1707. //stack changed, update selection border
  1708. if (shere != mouseHoveredStack)
  1709. {
  1710. setHoveredStack(shere);
  1711. }
  1712. localActions.clear();
  1713. illegalActions.clear();
  1714. for (PossibleActions action : possibleActions)
  1715. {
  1716. bool legalAction = false; //this action is legal and can be performed
  1717. bool notLegal = false; //this action is not legal and should display message
  1718. switch (action)
  1719. {
  1720. case CHOOSE_TACTICS_STACK:
  1721. if (shere && ourStack)
  1722. legalAction = true;
  1723. break;
  1724. case MOVE_TACTICS:
  1725. case MOVE_STACK:
  1726. {
  1727. if (!(shere && shere->alive())) //we can walk on dead stacks
  1728. {
  1729. if (canStackMoveHere (sactive, myNumber))
  1730. legalAction = true;
  1731. }
  1732. break;
  1733. }
  1734. case ATTACK:
  1735. case WALK_AND_ATTACK:
  1736. case ATTACK_AND_RETURN:
  1737. {
  1738. if (curInt->cb->battleCanAttack(sactive, shere, myNumber))
  1739. {
  1740. if (isTileAttackable(myNumber)) // move isTileAttackable to be part of battleCanAttack?
  1741. {
  1742. setBattleCursor(myNumber); // temporary - needed for following function :(
  1743. BattleHex attackFromHex = fromWhichHexAttack(myNumber);
  1744. if (attackFromHex >= 0) //we can be in this line when unreachable creature is L - clicked (as of revision 1308)
  1745. legalAction = true;
  1746. }
  1747. }
  1748. }
  1749. break;
  1750. case SHOOT:
  1751. if(curInt->cb->battleCanShoot (activeStack, myNumber))
  1752. legalAction = true;
  1753. break;
  1754. case ANY_LOCATION:
  1755. if (myNumber > -1) //TODO: this should be checked for all actions
  1756. {
  1757. creatureCasting = stackCanCastSpell && !spellDestSelectMode; //as isCastingPossibleHere is not called
  1758. legalAction = true;
  1759. }
  1760. break;
  1761. case AIMED_SPELL_CREATURE:
  1762. if (shere && isCastingPossibleHere (sactive, shere, myNumber))
  1763. legalAction = true;
  1764. break;
  1765. case RANDOM_GENIE_SPELL:
  1766. {
  1767. if (shere && ourStack && shere != sactive) //only positive spells for other allied creatures
  1768. {
  1769. int spellID = curInt->cb->battleGetRandomStackSpell(shere, CBattleInfoCallback::RANDOM_GENIE);
  1770. if (spellID > -1)
  1771. {
  1772. legalAction = true;
  1773. }
  1774. }
  1775. }
  1776. break;
  1777. case OBSTACLE:
  1778. if (isCastingPossibleHere (sactive, shere, myNumber))
  1779. legalAction = true;
  1780. break;
  1781. case TELEPORT:
  1782. {
  1783. ui8 skill = 0;
  1784. if (creatureCasting)
  1785. skill = sactive->getEffectLevel(SpellID(SpellID::TELEPORT).toSpell());
  1786. else
  1787. skill = getActiveHero()->getEffectLevel(SpellID(SpellID::TELEPORT).toSpell());
  1788. //TODO: explicitely save power, skill
  1789. if (curInt->cb->battleCanTeleportTo(selectedStack, myNumber, skill))
  1790. legalAction = true;
  1791. else
  1792. notLegal = true;
  1793. }
  1794. break;
  1795. case SACRIFICE: //choose our living stack to sacrifice
  1796. if (shere && shere != selectedStack && ourStack && shere->alive())
  1797. legalAction = true;
  1798. else
  1799. notLegal = true;
  1800. break;
  1801. case FREE_LOCATION:
  1802. legalAction = true;
  1803. if(!isCastingPossibleHere(sactive, shere, myNumber))
  1804. {
  1805. legalAction = false;
  1806. notLegal = true;
  1807. }
  1808. break;
  1809. case CATAPULT:
  1810. if (isCatapultAttackable(myNumber))
  1811. legalAction = true;
  1812. break;
  1813. case HEAL:
  1814. if (shere && ourStack && shere->canBeHealed())
  1815. legalAction = true;
  1816. break;
  1817. case RISE_DEMONS:
  1818. if (shere && ourStack && !shere->alive())
  1819. {
  1820. if(!(shere->hasBonusOfType(Bonus::UNDEAD)
  1821. || shere->hasBonusOfType(Bonus::NON_LIVING)
  1822. || vstd::contains(shere->state, EBattleStackState::SUMMONED)
  1823. || vstd::contains(shere->state, EBattleStackState::CLONED)
  1824. || shere->hasBonusOfType(Bonus::SIEGE_WEAPON)
  1825. ))
  1826. legalAction = true;
  1827. }
  1828. break;
  1829. }
  1830. if (legalAction)
  1831. localActions.push_back (action);
  1832. else if (notLegal)
  1833. illegalActions.push_back (action);
  1834. }
  1835. illegalAction = INVALID; //clear it in first place
  1836. if (vstd::contains(localActions, selectedAction)) //try to use last selected action by default
  1837. currentAction = selectedAction;
  1838. else if (localActions.size()) //if not possible, select first available action (they are sorted by suggested priority)
  1839. currentAction = localActions.front();
  1840. else //no legal action possible
  1841. {
  1842. currentAction = INVALID; //don't allow to do anything
  1843. if (vstd::contains(illegalActions, selectedAction))
  1844. illegalAction = selectedAction;
  1845. else if (illegalActions.size())
  1846. illegalAction = illegalActions.front();
  1847. else if (shere && ourStack && shere->alive()) //last possibility - display info about our creature
  1848. {
  1849. currentAction = CREATURE_INFO;
  1850. }
  1851. else
  1852. illegalAction = INVALID; //we should never be here
  1853. }
  1854. bool isCastingPossible = false;
  1855. bool secondaryTarget = false;
  1856. if (currentAction > INVALID)
  1857. {
  1858. switch (currentAction) //display console message, realize selected action
  1859. {
  1860. case CHOOSE_TACTICS_STACK:
  1861. consoleMsg = (boost::format(CGI->generaltexth->allTexts[481]) % shere->getName()).str(); //Select %s
  1862. realizeAction = [=]{ stackActivated(shere); };
  1863. break;
  1864. case MOVE_TACTICS:
  1865. case MOVE_STACK:
  1866. if (activeStack->hasBonusOfType(Bonus::FLYING))
  1867. {
  1868. cursorFrame = ECursor::COMBAT_FLY;
  1869. consoleMsg = (boost::format(CGI->generaltexth->allTexts[295]) % activeStack->getName()).str(); //Fly %s here
  1870. }
  1871. else
  1872. {
  1873. cursorFrame = ECursor::COMBAT_MOVE;
  1874. consoleMsg = (boost::format(CGI->generaltexth->allTexts[294]) % activeStack->getName()).str(); //Move %s here
  1875. }
  1876. realizeAction = [=]
  1877. {
  1878. if (activeStack->doubleWide())
  1879. {
  1880. std::vector<BattleHex> acc = curInt->cb->battleGetAvailableHexes(activeStack, false);
  1881. int shiftedDest = myNumber + (activeStack->attackerOwned ? 1 : -1);
  1882. if(vstd::contains(acc, myNumber))
  1883. giveCommand (Battle::WALK ,myNumber, activeStack->ID);
  1884. else if(vstd::contains(acc, shiftedDest))
  1885. giveCommand (Battle::WALK, shiftedDest, activeStack->ID);
  1886. }
  1887. else
  1888. {
  1889. giveCommand (Battle::WALK, myNumber, activeStack->ID);
  1890. }
  1891. };
  1892. break;
  1893. case ATTACK:
  1894. case WALK_AND_ATTACK:
  1895. case ATTACK_AND_RETURN: //TODO: allow to disable return
  1896. {
  1897. setBattleCursor(myNumber); //handle direction of cursor and attackable tile
  1898. setCursor = false; //don't overwrite settings from the call above //TODO: what does it mean?
  1899. realizeAction = [=]
  1900. {
  1901. BattleHex attackFromHex = fromWhichHexAttack(myNumber);
  1902. if (attackFromHex >= 0) //we can be in this line when unreachable creature is L - clicked (as of revision 1308)
  1903. {
  1904. giveCommand(Battle::WALK_AND_ATTACK, attackFromHex, activeStack->ID, myNumber);
  1905. }
  1906. };
  1907. std::string estDmgText = formatDmgRange(curInt->cb->battleEstimateDamage(sactive, shere)); //calculating estimated dmg
  1908. consoleMsg = (boost::format(CGI->generaltexth->allTexts[36]) % shere->getName() % estDmgText).str(); //Attack %s (%s damage)
  1909. }
  1910. break;
  1911. case SHOOT:
  1912. {
  1913. if(curInt->cb->battleHasShootingPenalty(activeStack, myNumber))
  1914. cursorFrame = ECursor::COMBAT_SHOOT_PENALTY;
  1915. else
  1916. cursorFrame = ECursor::COMBAT_SHOOT;
  1917. realizeAction = [=] {giveCommand(Battle::SHOOT, myNumber, activeStack->ID);};
  1918. std::string estDmgText = formatDmgRange(curInt->cb->battleEstimateDamage(sactive, shere)); //calculating estimated dmg
  1919. //printing - Shoot %s (%d shots left, %s damage)
  1920. consoleMsg = (boost::format(CGI->generaltexth->allTexts[296]) % shere->getName() % sactive->shots % estDmgText).str();
  1921. }
  1922. break;
  1923. case AIMED_SPELL_CREATURE:
  1924. sp = CGI->spellh->objects[creatureCasting ? creatureSpellToCast : spellToCast->additionalInfo]; //necessary if creature has random Genie spell at same time
  1925. consoleMsg = boost::str(boost::format(CGI->generaltexth->allTexts[27]) % sp->name % shere->getName()); //Cast %s on %s
  1926. switch (sp->id)
  1927. {
  1928. case SpellID::SACRIFICE:
  1929. case SpellID::TELEPORT:
  1930. selectedStack = shere; //remember first target
  1931. secondaryTarget = true;
  1932. break;
  1933. }
  1934. isCastingPossible = true;
  1935. break;
  1936. case ANY_LOCATION:
  1937. sp = CGI->spellh->objects[creatureCasting ? creatureSpellToCast : spellToCast->additionalInfo]; //necessary if creature has random Genie spell at same time
  1938. consoleMsg = boost::str(boost::format(CGI->generaltexth->allTexts[26]) % sp->name); //Cast %s
  1939. isCastingPossible = true;
  1940. break;
  1941. case RANDOM_GENIE_SPELL: //we assume that teleport / sacrifice will never be available as random spell
  1942. sp = nullptr;
  1943. consoleMsg = boost::str(boost::format(CGI->generaltexth->allTexts[301]) % shere->getName()); //Cast a spell on %
  1944. creatureCasting = true;
  1945. isCastingPossible = true;
  1946. break;
  1947. case TELEPORT:
  1948. consoleMsg = CGI->generaltexth->allTexts[25]; //Teleport Here
  1949. cursorFrame = ECursor::COMBAT_TELEPORT;
  1950. isCastingPossible = true;
  1951. break;
  1952. case OBSTACLE:
  1953. consoleMsg = CGI->generaltexth->allTexts[550];
  1954. //TODO: remove obstacle cursor
  1955. isCastingPossible = true;
  1956. break;
  1957. case SACRIFICE:
  1958. consoleMsg = (boost::format(CGI->generaltexth->allTexts[549]) % shere->getName()).str(); //sacrifice the %s
  1959. cursorFrame = ECursor::COMBAT_SACRIFICE;
  1960. spellToCast->selectedStack = shere->ID; //sacrificed creature is selected
  1961. isCastingPossible = true;
  1962. break;
  1963. case FREE_LOCATION:
  1964. consoleMsg = boost::str(boost::format(CGI->generaltexth->allTexts[26]) % sp->name); //Cast %s
  1965. isCastingPossible = true;
  1966. break;
  1967. case HEAL:
  1968. cursorFrame = ECursor::COMBAT_HEAL;
  1969. consoleMsg = (boost::format(CGI->generaltexth->allTexts[419]) % shere->getName()).str(); //Apply first aid to the %s
  1970. realizeAction = [=]{ giveCommand(Battle::STACK_HEAL, myNumber, activeStack->ID); }; //command healing
  1971. break;
  1972. case RISE_DEMONS:
  1973. cursorType = ECursor::SPELLBOOK;
  1974. realizeAction = [=]
  1975. {
  1976. giveCommand(Battle::DAEMON_SUMMONING, myNumber, activeStack->ID);
  1977. };
  1978. break;
  1979. case CATAPULT:
  1980. cursorFrame = ECursor::COMBAT_SHOOT_CATAPULT;
  1981. realizeAction = [=]{ giveCommand(Battle::CATAPULT, myNumber, activeStack->ID); };
  1982. break;
  1983. case CREATURE_INFO:
  1984. {
  1985. cursorFrame = ECursor::COMBAT_QUERY;
  1986. consoleMsg = (boost::format(CGI->generaltexth->allTexts[297]) % shere->getName()).str();
  1987. realizeAction = [=]{ GH.pushInt(new CStackWindow(shere, false)); };
  1988. break;
  1989. }
  1990. }
  1991. }
  1992. else //no possible valid action, display message
  1993. {
  1994. switch (illegalAction)
  1995. {
  1996. case AIMED_SPELL_CREATURE:
  1997. case RANDOM_GENIE_SPELL:
  1998. cursorFrame = ECursor::COMBAT_BLOCKED;
  1999. consoleMsg = CGI->generaltexth->allTexts[23];
  2000. break;
  2001. case TELEPORT:
  2002. cursorFrame = ECursor::COMBAT_BLOCKED;
  2003. consoleMsg = CGI->generaltexth->allTexts[24]; //Invalid Teleport Destination
  2004. break;
  2005. case SACRIFICE:
  2006. consoleMsg = CGI->generaltexth->allTexts[543]; //choose army to sacrifice
  2007. break;
  2008. case FREE_LOCATION:
  2009. cursorFrame = ECursor::COMBAT_BLOCKED;
  2010. consoleMsg = boost::str(boost::format(CGI->generaltexth->allTexts[181]) % sp->name); //No room to place %s here
  2011. break;
  2012. default:
  2013. if (myNumber == -1)
  2014. CCS->curh->changeGraphic(ECursor::COMBAT, ECursor::COMBAT_POINTER); //set neutral cursor over menu etc.
  2015. else
  2016. cursorFrame = ECursor::COMBAT_BLOCKED;
  2017. break;
  2018. }
  2019. }
  2020. if (isCastingPossible) //common part
  2021. {
  2022. switch (currentAction) //don't use that with teleport / sacrifice
  2023. {
  2024. case TELEPORT: //FIXME: more generic solution?
  2025. case SACRIFICE:
  2026. break;
  2027. default:
  2028. cursorType = ECursor::SPELLBOOK;
  2029. cursorFrame = 0;
  2030. if(consoleMsg.empty() && sp)
  2031. consoleMsg = boost::str(boost::format(CGI->generaltexth->allTexts[26]) % sp->name); //Cast %s
  2032. break;
  2033. }
  2034. realizeAction = [=]
  2035. {
  2036. if (secondaryTarget) //select that target now
  2037. {
  2038. possibleActions.clear();
  2039. switch (sp->id.toEnum())
  2040. {
  2041. case SpellID::TELEPORT: //don't cast spell yet, only select target
  2042. possibleActions.push_back (TELEPORT);
  2043. spellToCast->selectedStack = selectedStack->ID;
  2044. break;
  2045. case SpellID::SACRIFICE:
  2046. possibleActions.push_back (SACRIFICE);
  2047. break;
  2048. }
  2049. }
  2050. else
  2051. {
  2052. if(creatureCasting)
  2053. {
  2054. if (sp)
  2055. {
  2056. giveCommand(Battle::MONSTER_SPELL, myNumber, sactive->ID, creatureSpellToCast);
  2057. }
  2058. else //unknown random spell
  2059. {
  2060. giveCommand(Battle::MONSTER_SPELL, myNumber, sactive->ID, curInt->cb->battleGetRandomStackSpell(shere, CBattleInfoCallback::RANDOM_GENIE));
  2061. }
  2062. }
  2063. else
  2064. {
  2065. assert (sp);
  2066. switch (sp->id.toEnum())
  2067. {
  2068. case SpellID::SACRIFICE:
  2069. spellToCast->destinationTile = selectedStack->position; //cast on first creature that will be resurrected
  2070. break;
  2071. default:
  2072. spellToCast->destinationTile = myNumber;
  2073. break;
  2074. }
  2075. curInt->cb->battleMakeAction(spellToCast);
  2076. endCastingSpell();
  2077. }
  2078. selectedStack = nullptr;
  2079. }
  2080. };
  2081. }
  2082. //helper lambda that appropriately realizes action / sets cursor and tooltip
  2083. auto realizeThingsToDo = [&]()
  2084. {
  2085. if(eventType == MOVE)
  2086. {
  2087. if(setCursor)
  2088. CCS->curh->changeGraphic(cursorType, cursorFrame);
  2089. this->console->alterText(consoleMsg);
  2090. this->console->whoSetAlter = 0;
  2091. }
  2092. if(eventType == LCLICK && realizeAction)
  2093. {
  2094. //opening creature window shouldn't affect myTurn...
  2095. if ((currentAction != CREATURE_INFO) && !secondaryTarget)
  2096. {
  2097. myTurn = false; //tends to crash with empty calls
  2098. }
  2099. realizeAction();
  2100. if (!secondaryTarget) //do not replace teleport or sacrifice cursor
  2101. CCS->curh->changeGraphic(ECursor::COMBAT, ECursor::COMBAT_POINTER);
  2102. this->console->alterText("");
  2103. }
  2104. };
  2105. realizeThingsToDo();
  2106. }
  2107. bool CBattleInterface::isCastingPossibleHere (const CStack * sactive, const CStack * shere, BattleHex myNumber)
  2108. {
  2109. creatureCasting = stackCanCastSpell && !spellDestSelectMode; //TODO: allow creatures to cast aimed spells
  2110. bool isCastingPossible = true;
  2111. int spellID = -1;
  2112. if (creatureCasting)
  2113. {
  2114. if (creatureSpellToCast > -1 && (shere != sactive)) //can't cast on itself
  2115. spellID = creatureSpellToCast; //TODO: merge with SpellTocast?
  2116. }
  2117. else //hero casting
  2118. spellID = spellToCast->additionalInfo;
  2119. sp = nullptr;
  2120. if (spellID >= 0)
  2121. sp = CGI->spellh->objects[spellID];
  2122. if (sp)
  2123. {
  2124. const ISpellCaster * caster = creatureCasting ? static_cast<const ISpellCaster *>(sactive) : static_cast<const ISpellCaster *>(curInt->cb->battleGetMyHero());
  2125. if(caster == nullptr)
  2126. {
  2127. isCastingPossible = false;//just in case
  2128. }
  2129. else
  2130. {
  2131. const ECastingMode::ECastingMode mode = creatureCasting ? ECastingMode::CREATURE_ACTIVE_CASTING : ECastingMode::HERO_CASTING;
  2132. isCastingPossible = (curInt->cb->battleCanCastThisSpellHere(caster, sp, mode, myNumber) == ESpellCastProblem::OK);
  2133. }
  2134. }
  2135. else
  2136. isCastingPossible = false;
  2137. if(!myNumber.isAvailable() && !shere) //empty tile outside battlefield (or in the unavailable border column)
  2138. isCastingPossible = false;
  2139. return isCastingPossible;
  2140. }
  2141. BattleHex CBattleInterface::fromWhichHexAttack(BattleHex myNumber)
  2142. {
  2143. //TODO far too much repeating code
  2144. BattleHex destHex = -1;
  2145. switch(CCS->curh->frame)
  2146. {
  2147. case 12: //from bottom right
  2148. {
  2149. bool doubleWide = activeStack->doubleWide();
  2150. destHex = myNumber + ( (myNumber/GameConstants::BFIELD_WIDTH)%2 ? GameConstants::BFIELD_WIDTH : GameConstants::BFIELD_WIDTH+1 ) +
  2151. (activeStack->attackerOwned && doubleWide ? 1 : 0);
  2152. if(vstd::contains(occupyableHexes, destHex))
  2153. return destHex;
  2154. else if(activeStack->attackerOwned) //if we are attacker
  2155. {
  2156. if(vstd::contains(occupyableHexes, destHex+1))
  2157. return destHex+1;
  2158. }
  2159. else //if we are defender
  2160. {
  2161. if(vstd::contains(occupyableHexes, destHex-1))
  2162. return destHex-1;
  2163. }
  2164. break;
  2165. }
  2166. case 7: //from bottom left
  2167. {
  2168. destHex = myNumber + ( (myNumber/GameConstants::BFIELD_WIDTH)%2 ? GameConstants::BFIELD_WIDTH-1 : GameConstants::BFIELD_WIDTH );
  2169. if(vstd::contains(occupyableHexes, destHex))
  2170. return destHex;
  2171. else if(activeStack->attackerOwned) //if we are attacker
  2172. {
  2173. if(vstd::contains(occupyableHexes, destHex+1))
  2174. return destHex+1;
  2175. }
  2176. else //if we are defender
  2177. {
  2178. if(vstd::contains(occupyableHexes, destHex-1))
  2179. return destHex-1;
  2180. }
  2181. break;
  2182. }
  2183. case 8: //from left
  2184. {
  2185. if(activeStack->doubleWide() && !activeStack->attackerOwned)
  2186. {
  2187. std::vector<BattleHex> acc = curInt->cb->battleGetAvailableHexes(activeStack, false);
  2188. if(vstd::contains(acc, myNumber))
  2189. return myNumber - 1;
  2190. else
  2191. return myNumber - 2;
  2192. }
  2193. else
  2194. {
  2195. return myNumber - 1;
  2196. }
  2197. break;
  2198. }
  2199. case 9: //from top left
  2200. {
  2201. destHex = myNumber - ( (myNumber/GameConstants::BFIELD_WIDTH)%2 ? GameConstants::BFIELD_WIDTH+1 : GameConstants::BFIELD_WIDTH );
  2202. if(vstd::contains(occupyableHexes, destHex))
  2203. return destHex;
  2204. else if(activeStack->attackerOwned) //if we are attacker
  2205. {
  2206. if(vstd::contains(occupyableHexes, destHex+1))
  2207. return destHex+1;
  2208. }
  2209. else //if we are defender
  2210. {
  2211. if(vstd::contains(occupyableHexes, destHex-1))
  2212. return destHex-1;
  2213. }
  2214. break;
  2215. }
  2216. case 10: //from top right
  2217. {
  2218. bool doubleWide = activeStack->doubleWide();
  2219. destHex = myNumber - ( (myNumber/GameConstants::BFIELD_WIDTH)%2 ? GameConstants::BFIELD_WIDTH : GameConstants::BFIELD_WIDTH-1 ) +
  2220. (activeStack->attackerOwned && doubleWide ? 1 : 0);
  2221. if(vstd::contains(occupyableHexes, destHex))
  2222. return destHex;
  2223. else if(activeStack->attackerOwned) //if we are attacker
  2224. {
  2225. if(vstd::contains(occupyableHexes, destHex+1))
  2226. return destHex+1;
  2227. }
  2228. else //if we are defender
  2229. {
  2230. if(vstd::contains(occupyableHexes, destHex-1))
  2231. return destHex-1;
  2232. }
  2233. break;
  2234. }
  2235. case 11: //from right
  2236. {
  2237. if(activeStack->doubleWide() && activeStack->attackerOwned)
  2238. {
  2239. std::vector<BattleHex> acc = curInt->cb->battleGetAvailableHexes(activeStack, false);
  2240. if(vstd::contains(acc, myNumber))
  2241. return myNumber + 1;
  2242. else
  2243. return myNumber + 2;
  2244. }
  2245. else
  2246. {
  2247. return myNumber + 1;
  2248. }
  2249. break;
  2250. }
  2251. case 13: //from bottom
  2252. {
  2253. destHex = myNumber + ( (myNumber/GameConstants::BFIELD_WIDTH)%2 ? GameConstants::BFIELD_WIDTH : GameConstants::BFIELD_WIDTH+1 );
  2254. if(vstd::contains(occupyableHexes, destHex))
  2255. return destHex;
  2256. else if(attackingHeroInstance->tempOwner == curInt->cb->getMyColor()) //if we are attacker
  2257. {
  2258. if(vstd::contains(occupyableHexes, destHex+1))
  2259. return destHex+1;
  2260. }
  2261. else //if we are defender
  2262. {
  2263. if(vstd::contains(occupyableHexes, destHex-1))
  2264. return destHex-1;
  2265. }
  2266. break;
  2267. }
  2268. case 14: //from top
  2269. {
  2270. destHex = myNumber - ( (myNumber/GameConstants::BFIELD_WIDTH)%2 ? GameConstants::BFIELD_WIDTH : GameConstants::BFIELD_WIDTH-1 );
  2271. if(vstd::contains(occupyableHexes, destHex))
  2272. return destHex;
  2273. else if(attackingHeroInstance->tempOwner == curInt->cb->getMyColor()) //if we are attacker
  2274. {
  2275. if(vstd::contains(occupyableHexes, destHex+1))
  2276. return destHex+1;
  2277. }
  2278. else //if we are defender
  2279. {
  2280. if(vstd::contains(occupyableHexes, destHex-1))
  2281. return destHex-1;
  2282. }
  2283. break;
  2284. }
  2285. }
  2286. return -1;
  2287. }
  2288. Rect CBattleInterface::hexPosition(BattleHex hex) const
  2289. {
  2290. int x = 14 + ((hex.getY())%2==0 ? 22 : 0) + 44*hex.getX() + pos.x;
  2291. int y = 86 + 42 * hex.getY() + pos.y;
  2292. int w = cellShade->w;
  2293. int h = cellShade->h;
  2294. return Rect(x, y, w, h);
  2295. }
  2296. void CBattleInterface::obstaclePlaced(const CObstacleInstance & oi)
  2297. {
  2298. //so when multiple obstacles are added, they show up one after another
  2299. waitForAnims();
  2300. int effectID = -1;
  2301. soundBase::soundID sound = soundBase::invalid;//FIXME: variable set but unused. Missing soundh->playSound()?
  2302. std::string defname;
  2303. switch(oi.obstacleType)
  2304. {
  2305. case CObstacleInstance::QUICKSAND:
  2306. effectID = 55;
  2307. sound = soundBase::QUIKSAND;
  2308. break;
  2309. case CObstacleInstance::LAND_MINE:
  2310. effectID = 47;
  2311. sound = soundBase::LANDMINE;
  2312. break;
  2313. case CObstacleInstance::FORCE_FIELD:
  2314. {
  2315. auto &spellObstacle = dynamic_cast<const SpellCreatedObstacle&>(oi);
  2316. if(spellObstacle.casterSide)
  2317. {
  2318. if(oi.getAffectedTiles().size() < 3)
  2319. defname = "C15SPE0.DEF"; //TODO cannot find def for 2-hex force field \ appearing
  2320. else
  2321. defname = "C15SPE6.DEF";
  2322. }
  2323. else
  2324. {
  2325. if(oi.getAffectedTiles().size() < 3)
  2326. defname = "C15SPE0.DEF";
  2327. else
  2328. defname = "C15SPE9.DEF";
  2329. }
  2330. }
  2331. sound = soundBase::FORCEFLD;
  2332. break;
  2333. case CObstacleInstance::FIRE_WALL:
  2334. if(oi.getAffectedTiles().size() < 3)
  2335. effectID = 43; //small fire wall appearing
  2336. else
  2337. effectID = 44; //and the big one
  2338. sound = soundBase::fireWall;
  2339. break;
  2340. default:
  2341. logGlobal->errorStream() << "I don't know how to animate appearing obstacle of type " << (int)oi.obstacleType;
  2342. return;
  2343. }
  2344. if(graphics->battleACToDef[effectID].empty())
  2345. {
  2346. logGlobal->errorStream() << "Cannot find def for effect type " << effectID;
  2347. return;
  2348. }
  2349. if(defname.empty() && effectID >= 0)
  2350. defname = graphics->battleACToDef[effectID].front();
  2351. assert(!defname.empty());
  2352. //we assume here that effect graphics have the same size as the usual obstacle image
  2353. // -> if we know how to blit obstacle, let's blit the effect in the same place
  2354. Point whereTo = getObstaclePosition(getObstacleImage(oi), oi);
  2355. addNewAnim(new CSpellEffectAnimation(this, defname, whereTo.x, whereTo.y));
  2356. //TODO we need to wait after playing sound till it's finished, otherwise it overlaps and sounds really bad
  2357. //CCS->soundh->playSound(sound);
  2358. }
  2359. void CBattleInterface::gateStateChanged(const EGateState state)
  2360. {
  2361. auto oldState = curInt->cb->battleGetGateState();
  2362. bool playSound = false;
  2363. int stateId = EWallState::NONE;
  2364. switch(state)
  2365. {
  2366. case EGateState::CLOSED:
  2367. if(oldState != EGateState::BLOCKED)
  2368. playSound = true;
  2369. break;
  2370. case EGateState::BLOCKED:
  2371. if(oldState != EGateState::CLOSED)
  2372. playSound = true;
  2373. break;
  2374. case EGateState::OPENED:
  2375. playSound = true;
  2376. stateId = EWallState::DAMAGED;
  2377. break;
  2378. case EGateState::DESTROYED:
  2379. stateId = EWallState::DESTROYED;
  2380. break;
  2381. }
  2382. if(oldState != EGateState::NONE && oldState != EGateState::CLOSED && oldState != EGateState::BLOCKED)
  2383. SDL_FreeSurface(siegeH->walls[SiegeHelper::GATE]);
  2384. if(stateId != EWallState::NONE)
  2385. siegeH->walls[SiegeHelper::GATE] = BitmapHandler::loadBitmap(siegeH->getSiegeName(SiegeHelper::GATE, stateId));
  2386. if(playSound)
  2387. CCS->soundh->playSound(soundBase::DRAWBRG);
  2388. }
  2389. const CGHeroInstance * CBattleInterface::currentHero() const
  2390. {
  2391. if(attackingHeroInstance->tempOwner == curInt->playerID)
  2392. return attackingHeroInstance;
  2393. else
  2394. return defendingHeroInstance;
  2395. }
  2396. InfoAboutHero CBattleInterface::enemyHero() const
  2397. {
  2398. InfoAboutHero ret;
  2399. if(attackingHeroInstance->tempOwner == curInt->playerID)
  2400. curInt->cb->getHeroInfo(defendingHeroInstance, ret);
  2401. else
  2402. curInt->cb->getHeroInfo(attackingHeroInstance, ret);
  2403. return ret;
  2404. }
  2405. void CBattleInterface::requestAutofightingAIToTakeAction()
  2406. {
  2407. assert(curInt->isAutoFightOn);
  2408. boost::thread aiThread([&]
  2409. {
  2410. auto ba = new BattleAction(curInt->autofightingAI->activeStack(activeStack));
  2411. if(curInt->isAutoFightOn)
  2412. {
  2413. if(tacticsMode)
  2414. {
  2415. // Always end tactics mode. Player interface is blocked currently, so it's not possible that
  2416. // the AI can take any action except end tactics phase (AI actions won't be triggered)
  2417. //TODO implement the possibility that the AI will be triggered for further actions
  2418. //TODO any solution to merge tactics phase & normal phase in the way it is handled by the player and battle interface?
  2419. setActiveStack(nullptr);
  2420. blockUI(true);
  2421. tacticsMode = false;
  2422. }
  2423. else
  2424. {
  2425. givenCommand->setn(ba);
  2426. }
  2427. }
  2428. else
  2429. {
  2430. delete ba;
  2431. boost::unique_lock<boost::recursive_mutex> un(*LOCPLINT->pim);
  2432. activateStack();
  2433. }
  2434. });
  2435. aiThread.detach();
  2436. }
  2437. CBattleInterface::SiegeHelper::SiegeHelper(const CGTownInstance *siegeTown, const CBattleInterface * _owner)
  2438. : owner(_owner), town(siegeTown)
  2439. {
  2440. for(int g = 0; g < ARRAY_COUNT(walls); ++g)
  2441. {
  2442. if(g != SiegeHelper::GATE)
  2443. walls[g] = BitmapHandler::loadBitmap(getSiegeName(g));
  2444. }
  2445. }
  2446. CBattleInterface::SiegeHelper::~SiegeHelper()
  2447. {
  2448. auto gateState = owner->curInt->cb->battleGetGateState();
  2449. for(int g = 0; g < ARRAY_COUNT(walls); ++g)
  2450. {
  2451. if(g != SiegeHelper::GATE || (gateState != EGateState::NONE && gateState != EGateState::CLOSED && gateState != EGateState::BLOCKED))
  2452. SDL_FreeSurface(walls[g]);
  2453. }
  2454. }
  2455. std::string CBattleInterface::SiegeHelper::getSiegeName(ui16 what) const
  2456. {
  2457. return getSiegeName(what, EWallState::INTACT);
  2458. }
  2459. std::string CBattleInterface::SiegeHelper::getSiegeName(ui16 what, int state) const
  2460. {
  2461. auto getImageIndex = [&]() -> int
  2462. {
  2463. switch (state)
  2464. {
  2465. case EWallState::INTACT : return 1;
  2466. case EWallState::DAMAGED : return 2;
  2467. case EWallState::DESTROYED :
  2468. if(what == 2 || what == 3 || what == 8) // towers don't have separate image here
  2469. return 2;
  2470. else
  2471. return 3;
  2472. }
  2473. return 1;
  2474. };
  2475. const std::string & prefix = town->town->clientInfo.siegePrefix;
  2476. std::string addit = boost::lexical_cast<std::string>(getImageIndex());
  2477. switch(what)
  2478. {
  2479. case SiegeHelper::BACKGROUND:
  2480. return prefix + "BACK.BMP";
  2481. case SiegeHelper::BACKGROUND_WALL:
  2482. {
  2483. switch(town->town->faction->index)
  2484. {
  2485. case ETownType::RAMPART:
  2486. case ETownType::NECROPOLIS:
  2487. case ETownType::DUNGEON:
  2488. case ETownType::STRONGHOLD:
  2489. return prefix + "TPW1.BMP";
  2490. default:
  2491. return prefix + "TPWL.BMP";
  2492. }
  2493. }
  2494. case SiegeHelper::KEEP:
  2495. return prefix + "MAN" + addit + ".BMP";
  2496. case SiegeHelper::BOTTOM_TOWER:
  2497. return prefix + "TW1" + addit + ".BMP";
  2498. case SiegeHelper::BOTTOM_WALL:
  2499. return prefix + "WA1" + addit + ".BMP";
  2500. case SiegeHelper::WALL_BELLOW_GATE:
  2501. return prefix + "WA3" + addit + ".BMP";
  2502. case SiegeHelper::WALL_OVER_GATE:
  2503. return prefix + "WA4" + addit + ".BMP";
  2504. case SiegeHelper::UPPER_WALL:
  2505. return prefix + "WA6" + addit + ".BMP";
  2506. case SiegeHelper::UPPER_TOWER:
  2507. return prefix + "TW2" + addit + ".BMP";
  2508. case SiegeHelper::GATE:
  2509. return prefix + "DRW" + addit + ".BMP";
  2510. case SiegeHelper::GATE_ARCH:
  2511. return prefix + "ARCH.BMP";
  2512. case SiegeHelper::BOTTOM_STATIC_WALL:
  2513. return prefix + "WA2.BMP";
  2514. case SiegeHelper::UPPER_STATIC_WALL:
  2515. return prefix + "WA5.BMP";
  2516. case SiegeHelper::MOAT:
  2517. return prefix + "MOAT.BMP";
  2518. case SiegeHelper::BACKGROUND_MOAT:
  2519. return prefix + "MLIP.BMP";
  2520. case SiegeHelper::KEEP_BATTLEMENT:
  2521. return prefix + "MANC.BMP";
  2522. case SiegeHelper::BOTTOM_BATTLEMENT:
  2523. return prefix + "TW1C.BMP";
  2524. case SiegeHelper::UPPER_BATTLEMENT:
  2525. return prefix + "TW2C.BMP";
  2526. default:
  2527. return "";
  2528. }
  2529. }
  2530. void CBattleInterface::SiegeHelper::printPartOfWall(SDL_Surface * to, int what)
  2531. {
  2532. Point pos = Point(-1, -1);
  2533. auto & ci = town->town->clientInfo;
  2534. if (vstd::iswithin(what, 1, 17))
  2535. {
  2536. pos.x = ci.siegePositions[what].x + owner->pos.x;
  2537. pos.y = ci.siegePositions[what].y + owner->pos.y;
  2538. }
  2539. if (town->town->faction->index == ETownType::TOWER
  2540. && (what == SiegeHelper::MOAT || what == SiegeHelper::BACKGROUND_MOAT))
  2541. return; // no moat in Tower. TODO: remove hardcode somehow?
  2542. if(pos.x != -1)
  2543. {
  2544. //gate have no displayed bitmap when drawbridge is raised
  2545. if(what == SiegeHelper::GATE)
  2546. {
  2547. auto gateState = owner->curInt->cb->battleGetGateState();
  2548. if(gateState != EGateState::OPENED && gateState != EGateState::DESTROYED)
  2549. return;
  2550. }
  2551. blitAt(walls[what], pos.x, pos.y, to);
  2552. }
  2553. }
  2554. CatapultProjectileInfo::CatapultProjectileInfo(Point from, Point dest)
  2555. {
  2556. facA = 0.005; // seems to be constant
  2557. // system of 2 linear equations, solutions of which are missing coefficients
  2558. // for quadratic equation a*x*x + b*x + c
  2559. double eq[2][3] = {
  2560. { static_cast<double>(from.x), 1.0, from.y - facA*from.x*from.x },
  2561. { static_cast<double>(dest.x), 1.0, dest.y - facA*dest.x*dest.x }
  2562. };
  2563. // solve system via determinants
  2564. double det = eq[0][0] * eq[1][1] - eq[1][0] * eq[0][1];
  2565. double detB = eq[0][2] * eq[1][1] - eq[1][2] * eq[0][1];
  2566. double detC = eq[0][0] * eq[1][2] - eq[1][0] * eq[0][2];
  2567. facB = detB / det;
  2568. facC = detC / det;
  2569. // make sure that parabola is correct e.g. passes through from and dest
  2570. assert(fabs(calculateY(from.x) - from.y) < 1.0);
  2571. assert(fabs(calculateY(dest.x) - dest.y) < 1.0);
  2572. }
  2573. double CatapultProjectileInfo::calculateY(double x)
  2574. {
  2575. return facA * pow(x, 2.0) + facB * x + facC;
  2576. }
  2577. void CBattleInterface::showAll(SDL_Surface * to)
  2578. {
  2579. show(to);
  2580. }
  2581. void CBattleInterface::show(SDL_Surface * to)
  2582. {
  2583. assert(to);
  2584. SDL_Rect buf;
  2585. SDL_GetClipRect(to, &buf);
  2586. SDL_SetClipRect(to, &pos);
  2587. ++animCount;
  2588. showBackground(to);
  2589. showBattlefieldObjects(to);
  2590. showProjectiles(to);
  2591. updateBattleAnimations();
  2592. SDL_SetClipRect(to, &buf); //restoring previous clip_rect
  2593. showInterface(to);
  2594. //activation of next stack
  2595. if(pendingAnims.empty() && stackToActivate != nullptr)
  2596. {
  2597. activateStack();
  2598. //we may have changed active interface (another side in hot-seat),
  2599. // so we can't continue drawing with old setting.
  2600. show(to);
  2601. }
  2602. }
  2603. void CBattleInterface::showBackground(SDL_Surface * to)
  2604. {
  2605. if(activeStack != nullptr && creAnims[activeStack->ID]->isIdle()) //show everything with range
  2606. {
  2607. // FIXME: any *real* reason to keep this separate? Speed difference can't be that big
  2608. blitAt(backgroundWithHexes, pos.x, pos.y, to);
  2609. }
  2610. else
  2611. {
  2612. showBackgroundImage(to);
  2613. showAbsoluteObstacles(to);
  2614. }
  2615. showHighlightedHexes(to);
  2616. }
  2617. void CBattleInterface::showBackgroundImage(SDL_Surface * to)
  2618. {
  2619. blitAt(background, pos.x, pos.y, to);
  2620. if(settings["battle"]["cellBorders"].Bool())
  2621. {
  2622. CSDL_Ext::blit8bppAlphaTo24bpp(cellBorders, nullptr, to, &pos);
  2623. }
  2624. }
  2625. void CBattleInterface::showAbsoluteObstacles(SDL_Surface * to)
  2626. {
  2627. //Blit absolute obstacles
  2628. for(auto &oi : curInt->cb->battleGetAllObstacles())
  2629. if(oi->obstacleType == CObstacleInstance::ABSOLUTE_OBSTACLE)
  2630. blitAt(getObstacleImage(*oi), pos.x + oi->getInfo().width, pos.y + oi->getInfo().height, to);
  2631. if (siegeH && siegeH->town->hasBuilt(BuildingID::CITADEL))
  2632. siegeH->printPartOfWall(to, SiegeHelper::BACKGROUND_MOAT);
  2633. }
  2634. void CBattleInterface::showHighlightedHexes(SDL_Surface * to)
  2635. {
  2636. for(int b=0; b<GameConstants::BFIELD_SIZE; ++b)
  2637. {
  2638. if(bfield[b]->strictHovered && bfield[b]->hovered)
  2639. {
  2640. if(previouslyHoveredHex == -1)
  2641. previouslyHoveredHex = b; //something to start with
  2642. if(currentlyHoveredHex == -1)
  2643. currentlyHoveredHex = b; //something to start with
  2644. if(currentlyHoveredHex != b) //repair hover info
  2645. {
  2646. previouslyHoveredHex = currentlyHoveredHex;
  2647. currentlyHoveredHex = b;
  2648. }
  2649. if (settings["battle"]["mouseShadow"].Bool())
  2650. {
  2651. if(spellToCast) //when casting spell
  2652. {
  2653. //calculating spell school level
  2654. const CSpell & spToCast = *CGI->spellh->objects[spellToCast->additionalInfo];
  2655. ui8 schoolLevel = 0;
  2656. auto caster = activeStack->attackerOwned ? attackingHeroInstance : defendingHeroInstance;
  2657. if (caster)
  2658. schoolLevel = caster->getSpellSchoolLevel(&spToCast);
  2659. // printing shaded hex(es)
  2660. auto shaded = spToCast.rangeInHexes(currentlyHoveredHex, schoolLevel, curInt->cb->battleGetMySide());
  2661. for(BattleHex shadedHex : shaded)
  2662. {
  2663. if ((shadedHex.getX() != 0) && (shadedHex.getX() != GameConstants::BFIELD_WIDTH -1))
  2664. showHighlightedHex(to, shadedHex);
  2665. }
  2666. }
  2667. else if (active)//always highlight pointed hex
  2668. {
  2669. if (currentlyHoveredHex.getX() != 0
  2670. && currentlyHoveredHex.getX() != GameConstants::BFIELD_WIDTH - 1)
  2671. showHighlightedHex(to, currentlyHoveredHex);
  2672. }
  2673. }
  2674. }
  2675. }
  2676. if(activeStack && settings["battle"]["stackRange"].Bool())
  2677. {
  2678. std::set<BattleHex> set = curInt->cb->battleGetAttackedHexes(activeStack, currentlyHoveredHex, attackingHex);
  2679. for(BattleHex hex : set)
  2680. showHighlightedHex(to, hex);
  2681. // display the movement shadow of the stack at b (i.e. stack under mouse)
  2682. const CStack * const shere = curInt->cb->battleGetStackByPos(currentlyHoveredHex, false);
  2683. if (shere && shere != activeStack && shere->alive())
  2684. {
  2685. std::vector<BattleHex> v = curInt->cb->battleGetAvailableHexes(shere, true );
  2686. for (BattleHex hex : v)
  2687. showHighlightedHex(to, hex);
  2688. }
  2689. }
  2690. }
  2691. void CBattleInterface::showHighlightedHex(SDL_Surface * to, BattleHex hex)
  2692. {
  2693. int x = 14 + (hex.getY() % 2 == 0 ? 22 : 0) + 44 * (hex.getX()) + pos.x;
  2694. int y = 86 + 42 * hex.getY() + pos.y;
  2695. SDL_Rect temp_rect = genRect (cellShade->h, cellShade->w, x, y);
  2696. CSDL_Ext::blit8bppAlphaTo24bpp (cellShade, nullptr, to, &temp_rect);
  2697. }
  2698. void CBattleInterface::showProjectiles(SDL_Surface * to)
  2699. {
  2700. assert(to);
  2701. std::list< std::list<ProjectileInfo>::iterator > toBeDeleted;
  2702. for(auto it = projectiles.begin(); it!=projectiles.end(); ++it)
  2703. {
  2704. // Check if projectile is already visible (shooter animation did the shot)
  2705. if (!it->shotDone)
  2706. {
  2707. // frame we're waiting for is reached OR animation has already finished
  2708. if (creAnims[it->stackID]->getCurrentFrame() >= it->animStartDelay ||
  2709. creAnims[it->stackID]->isShooting() == false)
  2710. {
  2711. //at this point projectile should become visible
  2712. creAnims[it->stackID]->pause(); // pause animation
  2713. it->shotDone = true;
  2714. }
  2715. else
  2716. continue; // wait...
  2717. }
  2718. SDL_Surface * image = idToProjectile[it->creID]->ourImages[it->frameNum].bitmap;
  2719. SDL_Rect dst;
  2720. dst.h = image->h;
  2721. dst.w = image->w;
  2722. dst.x = it->x - dst.w / 2;
  2723. dst.y = it->y - dst.h / 2;
  2724. if(it->reverse)
  2725. {
  2726. SDL_Surface * rev = CSDL_Ext::verticalFlip(image);
  2727. CSDL_Ext::blit8bppAlphaTo24bpp(rev, nullptr, to, &dst);
  2728. SDL_FreeSurface(rev);
  2729. }
  2730. else
  2731. {
  2732. CSDL_Ext::blit8bppAlphaTo24bpp(image, nullptr, to, &dst);
  2733. }
  2734. // Update projectile
  2735. ++it->step;
  2736. if(it->step == it->lastStep)
  2737. {
  2738. toBeDeleted.insert(toBeDeleted.end(), it);
  2739. }
  2740. else
  2741. {
  2742. if (it->catapultInfo)
  2743. {
  2744. // Parabolic shot of the trajectory, as follows: f(x) = ax^2 + bx + c
  2745. it->x += it->dx;
  2746. it->y = it->catapultInfo->calculateY(it->x);
  2747. ++(it->frameNum);
  2748. it->frameNum %= idToProjectile[it->creID]->ourImages.size();
  2749. }
  2750. else
  2751. {
  2752. // Normal projectile, just add the calculated "deltas" to the x and y positions.
  2753. it->x += it->dx;
  2754. it->y += it->dy;
  2755. }
  2756. }
  2757. }
  2758. for(auto & elem : toBeDeleted)
  2759. {
  2760. // resume animation
  2761. creAnims[elem->stackID]->play();
  2762. projectiles.erase(elem);
  2763. }
  2764. }
  2765. void CBattleInterface::showBattlefieldObjects(SDL_Surface * to)
  2766. {
  2767. auto showHexEntry = [&](BattleObjectsByHex::HexData & hex)
  2768. {
  2769. showPiecesOfWall(to, hex.walls);
  2770. showObstacles(to, hex.obstacles);
  2771. showAliveStacks(to, hex.alive);
  2772. showBattleEffects(to, hex.effects);
  2773. };
  2774. BattleObjectsByHex objects = sortObjectsByHex();
  2775. // dead stacks should be blit first
  2776. showStacks(to, objects.beforeAll.dead);
  2777. for( auto & data : objects.hex )
  2778. showStacks(to, data.dead);
  2779. showStacks(to, objects.afterAll.dead);
  2780. // display objects that must be blit before anything else (e.g. topmost walls)
  2781. showHexEntry(objects.beforeAll);
  2782. // show heroes after "beforeAll" - e.g. topmost wall in siege
  2783. if(attackingHero)
  2784. attackingHero->show(to);
  2785. if(defendingHero)
  2786. defendingHero->show(to);
  2787. // actual blit of most of objects, hex by hex
  2788. // NOTE: row-by-row blitting may be a better approach
  2789. for( auto & data : objects.hex )
  2790. showHexEntry(data);
  2791. // objects that must be blit *after* everything else - e.g. bottom tower or some spell effects
  2792. showHexEntry(objects.afterAll);
  2793. }
  2794. void CBattleInterface::showAliveStacks(SDL_Surface * to, std::vector<const CStack *> stacks)
  2795. {
  2796. auto isAmountBoxVisible = [&](const CStack * stack) -> bool
  2797. {
  2798. if (stack->hasBonusOfType(Bonus::SIEGE_WEAPON)) // siege weapons are always singular
  2799. return false;
  2800. if (curInt->curAction)
  2801. {
  2802. if (curInt->curAction->stackNumber == stack->ID) // stack is currently taking an action
  2803. return false;
  2804. if (curInt->curAction->actionType == Battle::WALK_AND_ATTACK && // stack is being targeted
  2805. stack->position == curInt->curAction->additionalInfo)
  2806. return false;
  2807. if (curInt->curAction->destinationTile == stack->position) // stack is moving
  2808. return false;
  2809. }
  2810. return true;
  2811. };
  2812. auto getEffectsPositivness = [&](const CStack * stack) -> int
  2813. {
  2814. int pos = 0;
  2815. for(auto & spellId : stack->activeSpells())
  2816. {
  2817. pos += CGI->spellh->objects[ spellId ]->positiveness;
  2818. }
  2819. return pos;
  2820. };
  2821. auto getAmountBoxBackground = [&](int positivness) -> SDL_Surface *
  2822. {
  2823. if (positivness > 0)
  2824. return amountPositive;
  2825. if (positivness < 0)
  2826. return amountNegative;
  2827. return amountEffNeutral;
  2828. };
  2829. showStacks(to, stacks); // Actual display of all stacks
  2830. for (auto & stack : stacks)
  2831. {
  2832. assert(stack);
  2833. //printing amount
  2834. if (isAmountBoxVisible(stack))
  2835. {
  2836. const BattleHex nextPos = stack->position + (stack->attackerOwned ? 1 : -1);
  2837. const bool edge = stack->position % GameConstants::BFIELD_WIDTH == (stack->attackerOwned ? GameConstants::BFIELD_WIDTH - 2 : 1);
  2838. const bool moveInside = !edge && !stackCountOutsideHexes[nextPos];
  2839. int xAdd = (stack->attackerOwned ? 220 : 202) +
  2840. (stack->doubleWide() ? 44 : 0) * (stack->attackerOwned ? +1 : -1) +
  2841. (moveInside ? amountNormal->w + 10 : 0) * (stack->attackerOwned ? -1 : +1);
  2842. int yAdd = 260 + ((stack->attackerOwned || moveInside) ? 0 : -15);
  2843. //blitting amount background box
  2844. SDL_Surface *amountBG = amountNormal;
  2845. if(!stack->getSpellBonuses()->empty())
  2846. amountBG = getAmountBoxBackground(getEffectsPositivness(stack));
  2847. SDL_Rect temp_rect = genRect(amountBG->h, amountBG->w, creAnims[stack->ID]->pos.x + xAdd, creAnims[stack->ID]->pos.y + yAdd);
  2848. SDL_BlitSurface(amountBG, nullptr, to, &temp_rect);
  2849. //blitting amount
  2850. Point textPos(creAnims[stack->ID]->pos.x + xAdd + amountNormal->w/2,
  2851. creAnims[stack->ID]->pos.y + yAdd + amountNormal->h/2);
  2852. graphics->fonts[FONT_TINY]->renderTextCenter(to, makeNumberShort(stack->count), Colors::WHITE, textPos);
  2853. }
  2854. }
  2855. }
  2856. void CBattleInterface::showStacks(SDL_Surface * to, std::vector<const CStack *> stacks)
  2857. {
  2858. for (const CStack * stack : stacks)
  2859. {
  2860. creAnims[stack->ID]->nextFrame(to, creDir[stack->ID]); // do actual blit
  2861. creAnims[stack->ID]->incrementFrame(float(GH.mainFPSmng->getElapsedMilliseconds()) / 1000);
  2862. }
  2863. }
  2864. void CBattleInterface::showObstacles(SDL_Surface *to, std::vector<std::shared_ptr<const CObstacleInstance> > &obstacles)
  2865. {
  2866. for (auto & obstacle : obstacles)
  2867. {
  2868. SDL_Surface *toBlit = getObstacleImage(*obstacle);
  2869. Point p = getObstaclePosition(toBlit, *obstacle);
  2870. blitAt(toBlit, p.x, p.y, to);
  2871. }
  2872. }
  2873. void CBattleInterface::showBattleEffects(SDL_Surface *to, const std::vector<const BattleEffect *> &battleEffects)
  2874. {
  2875. for(auto & elem : battleEffects)
  2876. {
  2877. int currentFrame = floor(elem->currentFrame);
  2878. currentFrame %= elem->anim->ourImages.size();
  2879. SDL_Surface * bitmapToBlit = elem->anim->ourImages[currentFrame].bitmap;
  2880. SDL_Rect temp_rect = genRect(bitmapToBlit->h, bitmapToBlit->w, elem->x, elem->y);
  2881. SDL_BlitSurface(bitmapToBlit, nullptr, to, &temp_rect);
  2882. }
  2883. }
  2884. void CBattleInterface::showInterface(SDL_Surface * to)
  2885. {
  2886. blitAt(menu, pos.x, 556 + pos.y, to);
  2887. if(tacticsMode)
  2888. {
  2889. btactNext->showAll(to);
  2890. btactEnd->showAll(to);
  2891. }
  2892. else
  2893. {
  2894. console->showAll(to);
  2895. bConsoleUp->showAll(to);
  2896. bConsoleDown->showAll(to);
  2897. }
  2898. //showing buttons
  2899. bOptions->showAll(to);
  2900. bSurrender->showAll(to);
  2901. bFlee->showAll(to);
  2902. bAutofight->showAll(to);
  2903. bSpell->showAll(to);
  2904. bWait->showAll(to);
  2905. bDefence->showAll(to);
  2906. //showing in-game console
  2907. LOCPLINT->cingconsole->show(to);
  2908. Rect posWithQueue = Rect(pos.x, pos.y, 800, 600);
  2909. if(settings["battle"]["showQueue"].Bool())
  2910. {
  2911. if(!queue->embedded)
  2912. {
  2913. posWithQueue.y -= queue->pos.h;
  2914. posWithQueue.h += queue->pos.h;
  2915. }
  2916. //showing queue
  2917. if(!bresult)
  2918. queue->showAll(to);
  2919. else
  2920. queue->blitBg(to);
  2921. }
  2922. //printing border around interface
  2923. if(screen->w != 800 || screen->h !=600)
  2924. {
  2925. CMessage::drawBorder(curInt->playerID,to,posWithQueue.w + 28, posWithQueue.h + 28, posWithQueue.x-14, posWithQueue.y-15);
  2926. }
  2927. }
  2928. BattleObjectsByHex CBattleInterface::sortObjectsByHex()
  2929. {
  2930. auto getCurrentPosition = [&](const CStack * stack) -> BattleHex
  2931. {
  2932. for (auto & anim : pendingAnims)
  2933. {
  2934. // certainly ugly workaround but fixes quite annoying bug
  2935. // stack position will be updated only *after* movement is finished
  2936. // before this - stack is always at its initial position. Thus we need to find
  2937. // its current position. Which can be found only in this class
  2938. if (CMovementAnimation * move = dynamic_cast<CMovementAnimation*>(anim.first))
  2939. {
  2940. if (move->stack == stack)
  2941. return move->nextHex;
  2942. }
  2943. }
  2944. return stack->position;
  2945. };
  2946. BattleObjectsByHex sorted;
  2947. auto stacks = curInt->cb->battleGetStacksIf([](const CStack * s)
  2948. {
  2949. return !s->isTurret();
  2950. });
  2951. // Sort creatures
  2952. for (auto & stack : stacks)
  2953. {
  2954. if(creAnims.find(stack->ID) == creAnims.end()) //e.g. for summoned but not yet handled stacks
  2955. continue;
  2956. if (stack->position < 0) // turret shooters are handled separately
  2957. continue;
  2958. //FIXME: hack to ignore ghost stacks
  2959. if((creAnims[stack->ID]->getType() == CCreatureAnim::DEAD || creAnims[stack->ID]->getType() == CCreatureAnim::HOLDING) && stack->isGhost())
  2960. ;//ignore
  2961. else if(!creAnims[stack->ID]->isDead())
  2962. {
  2963. if (!creAnims[stack->ID]->isMoving())
  2964. sorted.hex[stack->position].alive.push_back(stack);
  2965. else
  2966. {
  2967. // flying creature - just blit them over everyone else
  2968. if (stack->hasBonusOfType(Bonus::FLYING))
  2969. sorted.afterAll.alive.push_back(stack);
  2970. else//try to find current location
  2971. sorted.hex[getCurrentPosition(stack)].alive.push_back(stack);
  2972. }
  2973. }
  2974. else
  2975. sorted.hex[stack->position].dead.push_back(stack);
  2976. }
  2977. // Sort battle effects (spells)
  2978. for (auto & battleEffect : battleEffects)
  2979. {
  2980. if(battleEffect.position.isValid())
  2981. sorted.hex[battleEffect.position].effects.push_back(&battleEffect);
  2982. else
  2983. sorted.afterAll.effects.push_back(&battleEffect);
  2984. }
  2985. // Sort obstacles
  2986. for(auto & obstacle : curInt->cb->battleGetAllObstacles())
  2987. {
  2988. if(obstacle->obstacleType != CObstacleInstance::ABSOLUTE_OBSTACLE
  2989. && obstacle->obstacleType != CObstacleInstance::MOAT)
  2990. {
  2991. sorted.hex[obstacle->pos].obstacles.push_back(obstacle);
  2992. }
  2993. }
  2994. // Sort wall parts
  2995. if (siegeH)
  2996. {
  2997. sorted.beforeAll.walls.push_back(SiegeHelper::BACKGROUND_WALL);
  2998. sorted.hex[135].walls.push_back(SiegeHelper::KEEP);
  2999. sorted.afterAll.walls.push_back(SiegeHelper::BOTTOM_TOWER);
  3000. sorted.hex[182].walls.push_back(SiegeHelper::BOTTOM_WALL);
  3001. sorted.hex[130].walls.push_back(SiegeHelper::WALL_BELLOW_GATE);
  3002. sorted.hex[78].walls.push_back(SiegeHelper::WALL_OVER_GATE);
  3003. sorted.hex[12].walls.push_back(SiegeHelper::UPPER_WALL);
  3004. sorted.beforeAll.walls.push_back(SiegeHelper::UPPER_TOWER);
  3005. sorted.hex[94].walls.push_back(SiegeHelper::GATE);
  3006. sorted.hex[112].walls.push_back(SiegeHelper::GATE_ARCH);
  3007. sorted.hex[165].walls.push_back(SiegeHelper::BOTTOM_STATIC_WALL);
  3008. sorted.hex[45].walls.push_back(SiegeHelper::UPPER_STATIC_WALL);
  3009. if (siegeH && siegeH->town->hasBuilt(BuildingID::CITADEL))
  3010. {
  3011. sorted.beforeAll.walls.push_back(SiegeHelper::MOAT);
  3012. //sorted.beforeAll.walls.push_back(SiegeHelper::BACKGROUND_MOAT); // blit as absolute obstacle
  3013. sorted.hex[135].walls.push_back(SiegeHelper::KEEP_BATTLEMENT);
  3014. }
  3015. if (siegeH && siegeH->town->hasBuilt(BuildingID::CASTLE))
  3016. {
  3017. sorted.afterAll.walls.push_back(SiegeHelper::BOTTOM_BATTLEMENT);
  3018. sorted.beforeAll.walls.push_back(SiegeHelper::UPPER_BATTLEMENT);
  3019. }
  3020. }
  3021. return sorted;
  3022. }
  3023. void CBattleInterface::updateBattleAnimations()
  3024. {
  3025. //handle animations
  3026. for(auto & elem : pendingAnims)
  3027. {
  3028. if(!elem.first) //this animation should be deleted
  3029. continue;
  3030. if(!elem.second)
  3031. {
  3032. elem.second = elem.first->init();
  3033. }
  3034. if(elem.second && elem.first)
  3035. elem.first->nextFrame();
  3036. }
  3037. //delete anims
  3038. int preSize = pendingAnims.size();
  3039. for(auto it = pendingAnims.begin(); it != pendingAnims.end(); ++it)
  3040. {
  3041. if(it->first == nullptr)
  3042. {
  3043. pendingAnims.erase(it);
  3044. it = pendingAnims.begin();
  3045. break;
  3046. }
  3047. }
  3048. if(preSize > 0 && pendingAnims.empty())
  3049. {
  3050. //anims ended
  3051. blockUI(activeStack == nullptr);
  3052. animsAreDisplayed.setn(false);
  3053. }
  3054. }
  3055. SDL_Surface * CBattleInterface::getObstacleImage(const CObstacleInstance &oi)
  3056. {
  3057. int frameIndex = (animCount+1) * 25 / getAnimSpeed();
  3058. switch(oi.obstacleType)
  3059. {
  3060. case CObstacleInstance::USUAL:
  3061. return vstd::circularAt(idToObstacle.find(oi.ID)->second->ourImages, frameIndex).bitmap;
  3062. case CObstacleInstance::ABSOLUTE_OBSTACLE:
  3063. return idToAbsoluteObstacle.find(oi.ID)->second;
  3064. case CObstacleInstance::QUICKSAND:
  3065. return vstd::circularAt(quicksand->ourImages, frameIndex).bitmap;
  3066. case CObstacleInstance::LAND_MINE:
  3067. return vstd::circularAt(landMine->ourImages, frameIndex).bitmap;
  3068. case CObstacleInstance::FIRE_WALL:
  3069. return vstd::circularAt(fireWall->ourImages, frameIndex).bitmap;
  3070. case CObstacleInstance::FORCE_FIELD:
  3071. {
  3072. auto &forceField = dynamic_cast<const SpellCreatedObstacle &>(oi);
  3073. if(forceField.getAffectedTiles().size() > 2)
  3074. return vstd::circularAt(bigForceField[forceField.casterSide]->ourImages, frameIndex).bitmap;
  3075. else
  3076. return vstd::circularAt(smallForceField[forceField.casterSide]->ourImages, frameIndex).bitmap;
  3077. }
  3078. case CObstacleInstance::MOAT://moat is blitted by SiegeHelper, this shouldn't be called
  3079. default:
  3080. assert(0);
  3081. return nullptr;
  3082. }
  3083. }
  3084. Point CBattleInterface::getObstaclePosition(SDL_Surface *image, const CObstacleInstance &obstacle)
  3085. {
  3086. int offset = image->h % 42;
  3087. if(obstacle.obstacleType == CObstacleInstance::USUAL)
  3088. {
  3089. if(obstacle.getInfo().blockedTiles.front() < 0 || offset > 37) //second or part is for holy ground ID=62,65,63
  3090. offset -= 42;
  3091. }
  3092. else if(obstacle.obstacleType == CObstacleInstance::QUICKSAND)
  3093. {
  3094. offset -= 42;
  3095. }
  3096. Rect r = hexPosition(obstacle.pos);
  3097. r.y += 42 - image->h + offset;
  3098. return r.topLeft();
  3099. }
  3100. void CBattleInterface::redrawBackgroundWithHexes(const CStack * activeStack)
  3101. {
  3102. attackableHexes.clear();
  3103. if (activeStack)
  3104. occupyableHexes = curInt->cb->battleGetAvailableHexes(activeStack, true, &attackableHexes);
  3105. curInt->cb->battleGetStackCountOutsideHexes(stackCountOutsideHexes);
  3106. //preparating background graphic with hexes and shaded hexes
  3107. blitAt(background, 0, 0, backgroundWithHexes);
  3108. //draw absolute obstacles (cliffs and so on)
  3109. for(auto &oi : curInt->cb->battleGetAllObstacles())
  3110. {
  3111. if(oi->obstacleType == CObstacleInstance::ABSOLUTE_OBSTACLE/* || oi.obstacleType == CObstacleInstance::MOAT*/)
  3112. blitAt(getObstacleImage(*oi), oi->getInfo().width, oi->getInfo().height, backgroundWithHexes);
  3113. }
  3114. if(settings["battle"]["cellBorders"].Bool())
  3115. CSDL_Ext::blit8bppAlphaTo24bpp(cellBorders, nullptr, backgroundWithHexes, nullptr);
  3116. if(settings["battle"]["stackRange"].Bool())
  3117. {
  3118. std::vector<BattleHex> hexesToShade = occupyableHexes;
  3119. hexesToShade.insert(hexesToShade.end(), attackableHexes.begin(), attackableHexes.end());
  3120. for(BattleHex hex : hexesToShade)
  3121. {
  3122. int i = hex.getY(); //row
  3123. int j = hex.getX()-1; //column
  3124. int x = 58 + (i%2==0 ? 22 : 0) + 44*j;
  3125. int y = 86 + 42 * i;
  3126. SDL_Rect temp_rect = genRect(cellShade->h, cellShade->w, x, y);
  3127. CSDL_Ext::blit8bppAlphaTo24bpp(cellShade, nullptr, backgroundWithHexes, &temp_rect);
  3128. }
  3129. }
  3130. }
  3131. void CBattleInterface::showPiecesOfWall(SDL_Surface * to, std::vector<int> pieces)
  3132. {
  3133. if(!siegeH)
  3134. return;
  3135. for (auto piece : pieces)
  3136. {
  3137. if (piece < 15) // not a tower - just print
  3138. siegeH->printPartOfWall(to, piece);
  3139. else // tower. find if tower is built and not destroyed - stack is present
  3140. {
  3141. // PieceID StackID
  3142. // 15 = keep, -2
  3143. // 16 = lower, -3
  3144. // 17 = upper, -4
  3145. // tower. check if tower is alive - stack is found
  3146. int stackPos = 13 - piece;
  3147. const CStack *turret = nullptr;
  3148. for(auto & stack : curInt->cb->battleGetAllStacks(true))
  3149. {
  3150. if(stack->position == stackPos)
  3151. {
  3152. turret = stack;
  3153. break;
  3154. }
  3155. }
  3156. if (turret)
  3157. {
  3158. std::vector<const CStack *> stackList(1, turret);
  3159. showStacks(to, stackList);
  3160. siegeH->printPartOfWall(to, piece);
  3161. }
  3162. }
  3163. }
  3164. }