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