CBattleInterface.cpp 114 KB

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  1. #include "StdInc.h"
  2. #include "CBattleInterface.h"
  3. #include "../CGameInfo.h"
  4. #include "../gui/SDL_Extensions.h"
  5. #include "../CAdvmapInterface.h"
  6. #include "../CAnimation.h"
  7. #include "../CBitmapHandler.h"
  8. #include "../../lib/CObjectHandler.h"
  9. #include "../../lib/CHeroHandler.h"
  10. #include "../CDefHandler.h"
  11. #include "../../lib/CSpellHandler.h"
  12. #include "../CMusicHandler.h"
  13. #include "../CMessage.h"
  14. #include "../../CCallback.h"
  15. #include "../../lib/BattleState.h"
  16. #include "../../lib/CGeneralTextHandler.h"
  17. #include "CCreatureAnimation.h"
  18. #include "../Graphics.h"
  19. #include "../CSpellWindow.h"
  20. #include "../../lib/CConfigHandler.h"
  21. #include "../../lib/CondSh.h"
  22. #include "../../lib/NetPacks.h"
  23. #include "../CPlayerInterface.h"
  24. #include "../CCreatureWindow.h"
  25. #include "../CVideoHandler.h"
  26. #include "../../lib/CTownHandler.h"
  27. #include "../../lib/mapping/CMap.h"
  28. #include "CBattleAnimations.h"
  29. #include "CBattleInterfaceClasses.h"
  30. #include "../gui/CCursorHandler.h"
  31. #include "../gui/CGuiHandler.h"
  32. #include "../CMT.h"
  33. #include "../../lib/UnlockGuard.h"
  34. using namespace boost::assign;
  35. /*
  36. * CBattleInterface.cpp, part of VCMI engine
  37. *
  38. * Authors: listed in file AUTHORS in main folder
  39. *
  40. * License: GNU General Public License v2.0 or later
  41. * Full text of license available in license.txt file, in main folder
  42. *
  43. */
  44. CondSh<bool> CBattleInterface::animsAreDisplayed;
  45. static void onAnimationFinished(const CStack *stack, CCreatureAnimation * anim)
  46. {
  47. if (anim->isIdle())
  48. {
  49. const CCreature *creature = stack->getCreature();
  50. if (anim->framesInGroup(CCreatureAnim::MOUSEON) > 0)
  51. {
  52. if (float(rand() % 100) < creature->animation.timeBetweenFidgets * 10)
  53. anim->playOnce(CCreatureAnim::MOUSEON);
  54. else
  55. anim->setType(CCreatureAnim::HOLDING);
  56. }
  57. else
  58. {
  59. anim->setType(CCreatureAnim::HOLDING);
  60. }
  61. }
  62. // always reset callback
  63. anim->onAnimationReset += std::bind(&onAnimationFinished, stack, anim);
  64. }
  65. static void transformPalette(SDL_Surface * surf, double rCor, double gCor, double bCor)
  66. {
  67. SDL_Color * colorsToChange = surf->format->palette->colors;
  68. for(int g=0; g<surf->format->palette->ncolors; ++g)
  69. {
  70. if((colorsToChange+g)->b != 132 &&
  71. (colorsToChange+g)->g != 231 &&
  72. (colorsToChange+g)->r != 255) //it's not yellow border
  73. {
  74. (colorsToChange+g)->r = static_cast<double>((colorsToChange+g)->r) * rCor;
  75. (colorsToChange+g)->g = static_cast<double>((colorsToChange+g)->g) * gCor;
  76. (colorsToChange+g)->b = static_cast<double>((colorsToChange+g)->b) * bCor;
  77. }
  78. }
  79. }
  80. void CBattleInterface::addNewAnim(CBattleAnimation * anim)
  81. {
  82. pendingAnims.push_back( std::make_pair(anim, false) );
  83. animsAreDisplayed.setn(true);
  84. }
  85. CBattleInterface::CBattleInterface(const CCreatureSet * army1, const CCreatureSet * army2,
  86. const CGHeroInstance *hero1, const CGHeroInstance *hero2,
  87. const SDL_Rect & myRect,
  88. shared_ptr<CPlayerInterface> att, shared_ptr<CPlayerInterface> defen)
  89. : background(nullptr), queue(nullptr), attackingHeroInstance(hero1), defendingHeroInstance(hero2), animCount(0),
  90. activeStack(nullptr), mouseHoveredStack(nullptr), stackToActivate(nullptr), selectedStack(nullptr), previouslyHoveredHex(-1),
  91. currentlyHoveredHex(-1), attackingHex(-1), stackCanCastSpell(false), creatureCasting(false), spellDestSelectMode(false), spellSelMode(NO_LOCATION), spellToCast(nullptr), sp(nullptr),
  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. if(attackerInt && attackerInt->cb->battleGetTacticDist()) //hot-seat -> check tactics for both players (defender may be local human)
  106. tacticianInterface = attackerInt;
  107. else if(defenderInt && defenderInt->cb->battleGetTacticDist())
  108. tacticianInterface = defenderInt;
  109. tacticsMode = static_cast<bool>(tacticianInterface); //if we found interface of player with tactics, then enter tactics mode
  110. //create stack queue
  111. bool embedQueue = screen->h < 700;
  112. queue = new CStackQueue(embedQueue, this);
  113. if(!embedQueue)
  114. {
  115. if(settings["battle"]["showQueue"].Bool())
  116. pos.y += queue->pos.h / 2; //center whole window
  117. queue->moveTo(Point(pos.x, pos.y - queue->pos.h));
  118. // queue->pos.x = pos.x;
  119. // queue->pos.y = pos.y - queue->pos.h;
  120. // pos.h += queue->pos.h;
  121. // center();
  122. }
  123. queue->update();
  124. //preparing siege info
  125. const CGTownInstance * town = curInt->cb->battleGetDefendedTown();
  126. if(town && town->hasFort())
  127. {
  128. siegeH = new SiegeHelper(town, this);
  129. }
  130. curInt->battleInt = this;
  131. //initializing armies
  132. this->army1 = army1;
  133. this->army2 = army2;
  134. std::vector<const CStack*> stacks = curInt->cb->battleGetAllStacks();
  135. for(const CStack *s : stacks)
  136. {
  137. newStack(s);
  138. }
  139. //preparing menu background and terrain
  140. if(siegeH)
  141. {
  142. background = BitmapHandler::loadBitmap( siegeH->getSiegeName(0), false );
  143. ui8 siegeLevel = curInt->cb->battleGetSiegeLevel();
  144. if(siegeLevel >= 2) //citadel or castle
  145. {
  146. //print moat/mlip
  147. SDL_Surface * moat = BitmapHandler::loadBitmap( siegeH->getSiegeName(13) ),
  148. * mlip = BitmapHandler::loadBitmap( siegeH->getSiegeName(14) );
  149. auto & info = siegeH->town->town->clientInfo;
  150. Point moatPos(info.siegePositions[13].x, info.siegePositions[13].y);
  151. Point mlipPos(info.siegePositions[14].x, info.siegePositions[14].y);
  152. if(moat) //eg. tower has no moat
  153. blitAt(moat, moatPos.x,moatPos.y, background);
  154. if(mlip) //eg. tower has no mlip
  155. blitAt(mlip, mlipPos.x, mlipPos.y, background);
  156. SDL_FreeSurface(moat);
  157. SDL_FreeSurface(mlip);
  158. }
  159. }
  160. else
  161. {
  162. auto bfieldType = (int)curInt->cb->battleGetBattlefieldType();
  163. if(graphics->battleBacks.size() <= bfieldType || bfieldType < 0)
  164. logGlobal->errorStream() << bfieldType << " is not valid battlefield type index!";
  165. else if(graphics->battleBacks[bfieldType].empty())
  166. logGlobal->errorStream() << bfieldType << " battlefield type does not have any backgrounds!";
  167. else
  168. {
  169. const std::string bgName = vstd::pickRandomElementOf(graphics->battleBacks[bfieldType], rand);
  170. background = BitmapHandler::loadBitmap(bgName, false);
  171. }
  172. }
  173. //preparing menu background
  174. //graphics->blueToPlayersAdv(menu, hero1->tempOwner);
  175. //preparing graphics for displaying amounts of creatures
  176. amountNormal = BitmapHandler::loadBitmap("CMNUMWIN.BMP");
  177. CSDL_Ext::alphaTransform(amountNormal);
  178. transformPalette(amountNormal, 0.59, 0.19, 0.93);
  179. amountPositive = BitmapHandler::loadBitmap("CMNUMWIN.BMP");
  180. CSDL_Ext::alphaTransform(amountPositive);
  181. transformPalette(amountPositive, 0.18, 1.00, 0.18);
  182. amountNegative = BitmapHandler::loadBitmap("CMNUMWIN.BMP");
  183. CSDL_Ext::alphaTransform(amountNegative);
  184. transformPalette(amountNegative, 1.00, 0.18, 0.18);
  185. amountEffNeutral = BitmapHandler::loadBitmap("CMNUMWIN.BMP");
  186. CSDL_Ext::alphaTransform(amountEffNeutral);
  187. transformPalette(amountEffNeutral, 1.00, 1.00, 0.18);
  188. ////blitting menu background and terrain
  189. // blitAt(background, pos.x, pos.y);
  190. // blitAt(menu, pos.x, 556 + pos.y);
  191. //preparing buttons and console
  192. bOptions = new CAdventureMapButton (CGI->generaltexth->zelp[381].first, CGI->generaltexth->zelp[381].second, boost::bind(&CBattleInterface::bOptionsf,this), 3, 561, "icm003.def", SDLK_o);
  193. bSurrender = new CAdventureMapButton (CGI->generaltexth->zelp[379].first, CGI->generaltexth->zelp[379].second, boost::bind(&CBattleInterface::bSurrenderf,this), 54, 561, "icm001.def", SDLK_s);
  194. bFlee = new CAdventureMapButton (CGI->generaltexth->zelp[380].first, CGI->generaltexth->zelp[380].second, boost::bind(&CBattleInterface::bFleef,this), 105, 561, "icm002.def", SDLK_r);
  195. bAutofight = new CAdventureMapButton (CGI->generaltexth->zelp[382].first, CGI->generaltexth->zelp[382].second, boost::bind(&CBattleInterface::bAutofightf,this), 157, 561, "icm004.def", SDLK_a);
  196. bSpell = new CAdventureMapButton (CGI->generaltexth->zelp[385].first, CGI->generaltexth->zelp[385].second, boost::bind(&CBattleInterface::bSpellf,this), 645, 561, "icm005.def", SDLK_c);
  197. bWait = new CAdventureMapButton (CGI->generaltexth->zelp[386].first, CGI->generaltexth->zelp[386].second, boost::bind(&CBattleInterface::bWaitf,this), 696, 561, "icm006.def", SDLK_w);
  198. bDefence = new CAdventureMapButton (CGI->generaltexth->zelp[387].first, CGI->generaltexth->zelp[387].second, boost::bind(&CBattleInterface::bDefencef,this), 747, 561, "icm007.def", SDLK_d);
  199. bDefence->assignedKeys.insert(SDLK_SPACE);
  200. bConsoleUp = new CAdventureMapButton (std::string(), std::string(), boost::bind(&CBattleInterface::bConsoleUpf,this), 624, 561, "ComSlide.def", SDLK_UP);
  201. bConsoleDown = new CAdventureMapButton (std::string(), std::string(), boost::bind(&CBattleInterface::bConsoleDownf,this), 624, 580, "ComSlide.def", SDLK_DOWN);
  202. bConsoleDown->setOffset(2);
  203. console = new CBattleConsole();
  204. console->pos.x += 211;
  205. console->pos.y += 560;
  206. console->pos.w = 406;
  207. console->pos.h = 38;
  208. if(tacticsMode)
  209. {
  210. btactNext = new CAdventureMapButton(std::string(), std::string(), boost::bind(&CBattleInterface::bTacticNextStack,this, (CStack*)nullptr), 213, 560, "icm011.def", SDLK_SPACE);
  211. btactEnd = new CAdventureMapButton(std::string(), std::string(), boost::bind(&CBattleInterface::bEndTacticPhase,this), 419, 560, "icm012.def", SDLK_RETURN);
  212. menu = BitmapHandler::loadBitmap("COPLACBR.BMP");
  213. }
  214. else
  215. {
  216. menu = BitmapHandler::loadBitmap("CBAR.BMP");
  217. btactEnd = btactNext = nullptr;
  218. }
  219. graphics->blueToPlayersAdv(menu, curInt->playerID);
  220. //loading hero animations
  221. if(hero1) // attacking hero
  222. {
  223. std::string battleImage;
  224. if ( hero1->sex )
  225. battleImage = hero1->type->heroClass->imageBattleFemale;
  226. else
  227. battleImage = hero1->type->heroClass->imageBattleMale;
  228. attackingHero = new CBattleHero(battleImage, false, hero1->tempOwner, hero1->tempOwner == curInt->playerID ? hero1 : nullptr, this);
  229. attackingHero->pos = genRect(attackingHero->dh->ourImages[0].bitmap->h, attackingHero->dh->ourImages[0].bitmap->w, pos.x - 43, pos.y - 19);
  230. }
  231. else
  232. {
  233. attackingHero = nullptr;
  234. }
  235. if(hero2) // defending hero
  236. {
  237. std::string battleImage;
  238. if ( hero2->sex )
  239. battleImage = hero2->type->heroClass->imageBattleFemale;
  240. else
  241. battleImage = hero2->type->heroClass->imageBattleMale;
  242. defendingHero = new CBattleHero(battleImage, true, hero2->tempOwner, hero2->tempOwner == curInt->playerID ? hero2 : nullptr, this);
  243. defendingHero->pos = genRect(defendingHero->dh->ourImages[0].bitmap->h, defendingHero->dh->ourImages[0].bitmap->w, pos.x + 693, pos.y - 19);
  244. }
  245. else
  246. {
  247. defendingHero = nullptr;
  248. }
  249. //preparing cells and hexes
  250. cellBorder = BitmapHandler::loadBitmap("CCELLGRD.BMP");
  251. CSDL_Ext::alphaTransform(cellBorder);
  252. cellShade = BitmapHandler::loadBitmap("CCELLSHD.BMP");
  253. CSDL_Ext::alphaTransform(cellShade);
  254. for(int h = 0; h < GameConstants::BFIELD_SIZE; ++h)
  255. {
  256. auto hex = new CClickableHex();
  257. hex->myNumber = h;
  258. hex->pos = hexPosition(h);
  259. hex->accessible = true;
  260. hex->myInterface = this;
  261. bfield.push_back(hex);
  262. }
  263. //locking occupied positions on batlefield
  264. for(const CStack *s : stacks) //stacks gained at top of this function
  265. if(s->position >= 0) //turrets have position < 0
  266. bfield[s->position]->accessible = false;
  267. //loading projectiles for units
  268. for(const CStack *s : stacks)
  269. {
  270. if(s->getCreature()->isShooting())
  271. {
  272. CDefHandler *&projectile = idToProjectile[s->getCreature()->idNumber];
  273. const CCreature * creature;//creature whose shots should be loaded
  274. if (s->getCreature()->idNumber == CreatureID::ARROW_TOWERS)
  275. creature = CGI->creh->creatures[siegeH->town->town->clientInfo.siegeShooter];
  276. else
  277. creature = s->getCreature();
  278. projectile = CDefHandler::giveDef(creature->animation.projectileImageName);
  279. for(auto & elem : projectile->ourImages) //alpha transforming
  280. {
  281. CSDL_Ext::alphaTransform(elem.bitmap);
  282. }
  283. }
  284. }
  285. //preparing graphic with cell borders
  286. cellBorders = CSDL_Ext::newSurface(background->w, background->h, cellBorder);
  287. //copying palette
  288. for(int g=0; g<cellBorder->format->palette->ncolors; ++g) //we assume that cellBorders->format->palette->ncolors == 256
  289. {
  290. cellBorders->format->palette->colors[g] = cellBorder->format->palette->colors[g];
  291. }
  292. //palette copied
  293. for(int i=0; i<GameConstants::BFIELD_HEIGHT; ++i) //rows
  294. {
  295. for(int j=0; j<GameConstants::BFIELD_WIDTH-2; ++j) //columns
  296. {
  297. int x = 58 + (i%2==0 ? 22 : 0) + 44*j;
  298. int y = 86 + 42 * i;
  299. for(int cellX = 0; cellX < cellBorder->w; ++cellX)
  300. {
  301. for(int cellY = 0; cellY < cellBorder->h; ++cellY)
  302. {
  303. if(y+cellY < cellBorders->h && x+cellX < cellBorders->w)
  304. * ((Uint8*)cellBorders->pixels + (y+cellY) * cellBorders->pitch + (x+cellX)) |= * ((Uint8*)cellBorder->pixels + cellY * cellBorder->pitch + cellX);
  305. }
  306. }
  307. }
  308. }
  309. backgroundWithHexes = CSDL_Ext::newSurface(background->w, background->h, screen);
  310. //preparing obstacle defs
  311. auto obst = curInt->cb->battleGetAllObstacles();
  312. for(auto & elem : obst)
  313. {
  314. const int ID = elem->ID;
  315. if(elem->obstacleType == CObstacleInstance::USUAL)
  316. {
  317. idToObstacle[ID] = CDefHandler::giveDef(elem->getInfo().defName);
  318. for(auto & _n : idToObstacle[ID]->ourImages)
  319. {
  320. SDL_SetColorKey(_n.bitmap, SDL_SRCCOLORKEY, SDL_MapRGB(_n.bitmap->format,0,255,255));
  321. }
  322. }
  323. else if(elem->obstacleType == CObstacleInstance::ABSOLUTE_OBSTACLE)
  324. {
  325. idToAbsoluteObstacle[ID] = BitmapHandler::loadBitmap(elem->getInfo().defName);
  326. }
  327. }
  328. quicksand = CDefHandler::giveDef("C17SPE1.DEF");
  329. landMine = CDefHandler::giveDef("C09SPF1.DEF");
  330. fireWall = CDefHandler::giveDef("C07SPF61");
  331. bigForceField[0] = CDefHandler::giveDef("C15SPE10.DEF");
  332. bigForceField[1] = CDefHandler::giveDef("C15SPE7.DEF");
  333. smallForceField[0] = CDefHandler::giveDef("C15SPE1.DEF");
  334. smallForceField[1] = CDefHandler::giveDef("C15SPE4.DEF");
  335. for(auto hex : bfield)
  336. addChild(hex);
  337. if(tacticsMode)
  338. bTacticNextStack();
  339. CCS->musich->stopMusic();
  340. int channel = CCS->soundh->playSoundFromSet(CCS->soundh->battleIntroSounds);
  341. auto onIntroPlayed = []()
  342. {
  343. if (LOCPLINT->battleInt)
  344. CCS->musich->playMusicFromSet("battle", true);
  345. };
  346. CCS->soundh->setCallback(channel, onIntroPlayed);
  347. memset(stackCountOutsideHexes, 1, GameConstants::BFIELD_SIZE * sizeof(bool)); //initialize array with trues
  348. currentAction = INVALID;
  349. selectedAction = INVALID;
  350. addUsedEvents(RCLICK | MOVE | KEYBOARD);
  351. }
  352. CBattleInterface::~CBattleInterface()
  353. {
  354. curInt->battleInt = nullptr;
  355. givenCommand->cond.notify_all(); //that two lines should make any activeStack waiting thread to finish
  356. if (active) //dirty fix for #485
  357. {
  358. deactivate();
  359. }
  360. SDL_FreeSurface(background);
  361. SDL_FreeSurface(menu);
  362. SDL_FreeSurface(amountNormal);
  363. SDL_FreeSurface(amountNegative);
  364. SDL_FreeSurface(amountPositive);
  365. SDL_FreeSurface(amountEffNeutral);
  366. SDL_FreeSurface(cellBorders);
  367. SDL_FreeSurface(backgroundWithHexes);
  368. delete bOptions;
  369. delete bSurrender;
  370. delete bFlee;
  371. delete bAutofight;
  372. delete bSpell;
  373. delete bWait;
  374. delete bDefence;
  375. for(auto hex : bfield)
  376. delete hex;
  377. delete bConsoleUp;
  378. delete bConsoleDown;
  379. delete console;
  380. delete givenCommand;
  381. delete attackingHero;
  382. delete defendingHero;
  383. delete queue;
  384. SDL_FreeSurface(cellBorder);
  385. SDL_FreeSurface(cellShade);
  386. for(auto & elem : creAnims)
  387. delete elem.second;
  388. for(auto & elem : idToProjectile)
  389. delete elem.second;
  390. for(auto & elem : idToObstacle)
  391. delete elem.second;
  392. delete quicksand;
  393. delete landMine;
  394. delete fireWall;
  395. delete smallForceField[0];
  396. delete smallForceField[1];
  397. delete bigForceField[0];
  398. delete bigForceField[1];
  399. delete siegeH;
  400. //TODO: play AI tracks if battle was during AI turn
  401. //if (!curInt->makingTurn)
  402. //CCS->musich->playMusicFromSet(CCS->musich->aiMusics, -1);
  403. if(adventureInt && adventureInt->selection)
  404. {
  405. int terrain = LOCPLINT->cb->getTile(adventureInt->selection->visitablePos())->terType;
  406. CCS->musich->playMusicFromSet("terrain", terrain, true);
  407. }
  408. }
  409. void CBattleInterface::setPrintCellBorders(bool set)
  410. {
  411. Settings cellBorders = settings.write["battle"]["cellBorders"];
  412. cellBorders->Bool() = set;
  413. redrawBackgroundWithHexes(activeStack);
  414. GH.totalRedraw();
  415. }
  416. void CBattleInterface::setPrintStackRange(bool set)
  417. {
  418. Settings stackRange = settings.write["battle"]["stackRange"];
  419. stackRange->Bool() = set;
  420. redrawBackgroundWithHexes(activeStack);
  421. GH.totalRedraw();
  422. }
  423. void CBattleInterface::setPrintMouseShadow(bool set)
  424. {
  425. Settings shadow = settings.write["battle"]["mouseShadow"];
  426. shadow->Bool() = set;
  427. }
  428. void CBattleInterface::activate()
  429. {
  430. if(curInt->isAutoFightOn)
  431. {
  432. bAutofight->activate();
  433. return;
  434. }
  435. CIntObject::activate();
  436. bOptions->activate();
  437. bSurrender->activate();
  438. bFlee->activate();
  439. bAutofight->activate();
  440. bSpell->activate();
  441. bWait->activate();
  442. bDefence->activate();
  443. for(auto hex : bfield)
  444. hex->activate();
  445. if(attackingHero)
  446. attackingHero->activate();
  447. if(defendingHero)
  448. defendingHero->activate();
  449. if(settings["battle"]["showQueue"].Bool())
  450. queue->activate();
  451. if(tacticsMode)
  452. {
  453. btactNext->activate();
  454. btactEnd->activate();
  455. }
  456. else
  457. {
  458. bConsoleUp->activate();
  459. bConsoleDown->activate();
  460. }
  461. LOCPLINT->cingconsole->activate();
  462. }
  463. void CBattleInterface::deactivate()
  464. {
  465. CIntObject::deactivate();
  466. bOptions->deactivate();
  467. bSurrender->deactivate();
  468. bFlee->deactivate();
  469. bAutofight->deactivate();
  470. bSpell->deactivate();
  471. bWait->deactivate();
  472. bDefence->deactivate();
  473. for(auto hex : bfield)
  474. hex->deactivate();
  475. if(attackingHero)
  476. attackingHero->deactivate();
  477. if(defendingHero)
  478. defendingHero->deactivate();
  479. if(settings["battle"]["showQueue"].Bool())
  480. queue->deactivate();
  481. if(tacticsMode)
  482. {
  483. btactNext->deactivate();
  484. btactEnd->deactivate();
  485. }
  486. else
  487. {
  488. bConsoleUp->deactivate();
  489. bConsoleDown->deactivate();
  490. }
  491. LOCPLINT->cingconsole->deactivate();
  492. }
  493. void CBattleInterface::keyPressed(const SDL_KeyboardEvent & key)
  494. {
  495. if(key.keysym.sym == SDLK_q && key.state == SDL_PRESSED)
  496. {
  497. if(settings["battle"]["showQueue"].Bool()) //hide queue
  498. hideQueue();
  499. else
  500. showQueue();
  501. }
  502. else if(key.keysym.sym == SDLK_ESCAPE && spellDestSelectMode)
  503. {
  504. endCastingSpell();
  505. }
  506. }
  507. void CBattleInterface::mouseMoved(const SDL_MouseMotionEvent &sEvent)
  508. {
  509. auto hexItr = std::find_if(bfield.begin(), bfield.end(), [](const CClickableHex *hex)
  510. {
  511. return hex->hovered && hex->strictHovered;
  512. });
  513. handleHex(hexItr == bfield.end() ? -1 : (*hexItr)->myNumber, MOVE);
  514. }
  515. void CBattleInterface::setBattleCursor(const int myNumber)
  516. {
  517. const CClickableHex & hoveredHex = *bfield[myNumber];
  518. CCursorHandler *cursor = CCS->curh;
  519. const double subdividingAngle = 2.0*M_PI/6.0; // Divide a hex into six sectors.
  520. const double hexMidX = hoveredHex.pos.x + hoveredHex.pos.w/2;
  521. const double hexMidY = hoveredHex.pos.y + hoveredHex.pos.h/2;
  522. const double cursorHexAngle = M_PI - atan2(hexMidY - cursor->ypos, cursor->xpos - hexMidX) + subdividingAngle/2; //TODO: refactor this nightmare
  523. const double sector = fmod(cursorHexAngle/subdividingAngle, 6.0);
  524. const int zigzagCorrection = !((myNumber/GameConstants::BFIELD_WIDTH)%2); // Off-by-one correction needed to deal with the odd battlefield rows.
  525. std::vector<int> sectorCursor; // From left to bottom left.
  526. sectorCursor.push_back(8);
  527. sectorCursor.push_back(9);
  528. sectorCursor.push_back(10);
  529. sectorCursor.push_back(11);
  530. sectorCursor.push_back(12);
  531. sectorCursor.push_back(7);
  532. const bool doubleWide = activeStack->doubleWide();
  533. bool aboveAttackable = true, belowAttackable = true;
  534. // Exclude directions which cannot be attacked from.
  535. // Check to the left.
  536. if (myNumber%GameConstants::BFIELD_WIDTH <= 1 || !vstd::contains(occupyableHexes, myNumber - 1))
  537. {
  538. sectorCursor[0] = -1;
  539. }
  540. // Check top left, top right as well as above for 2-hex creatures.
  541. if (myNumber/GameConstants::BFIELD_WIDTH == 0)
  542. {
  543. sectorCursor[1] = -1;
  544. sectorCursor[2] = -1;
  545. aboveAttackable = false;
  546. }
  547. else
  548. {
  549. if (doubleWide)
  550. {
  551. bool attackRow[4] = {true, true, true, true};
  552. if (myNumber%GameConstants::BFIELD_WIDTH <= 1 || !vstd::contains(occupyableHexes, myNumber - GameConstants::BFIELD_WIDTH - 2 + zigzagCorrection))
  553. attackRow[0] = false;
  554. if (!vstd::contains(occupyableHexes, myNumber - GameConstants::BFIELD_WIDTH - 1 + zigzagCorrection))
  555. attackRow[1] = false;
  556. if (!vstd::contains(occupyableHexes, myNumber - GameConstants::BFIELD_WIDTH + zigzagCorrection))
  557. attackRow[2] = false;
  558. if (myNumber%GameConstants::BFIELD_WIDTH >= GameConstants::BFIELD_WIDTH - 2 || !vstd::contains(occupyableHexes, myNumber - GameConstants::BFIELD_WIDTH + 1 + zigzagCorrection))
  559. attackRow[3] = false;
  560. if (!(attackRow[0] && attackRow[1]))
  561. sectorCursor[1] = -1;
  562. if (!(attackRow[1] && attackRow[2]))
  563. aboveAttackable = false;
  564. if (!(attackRow[2] && attackRow[3]))
  565. sectorCursor[2] = -1;
  566. }
  567. else
  568. {
  569. if (!vstd::contains(occupyableHexes, myNumber - GameConstants::BFIELD_WIDTH - 1 + zigzagCorrection))
  570. sectorCursor[1] = -1;
  571. if (!vstd::contains(occupyableHexes, myNumber - GameConstants::BFIELD_WIDTH + zigzagCorrection))
  572. sectorCursor[2] = -1;
  573. }
  574. }
  575. // Check to the right.
  576. if (myNumber%GameConstants::BFIELD_WIDTH >= GameConstants::BFIELD_WIDTH - 2 || !vstd::contains(occupyableHexes, myNumber + 1))
  577. {
  578. sectorCursor[3] = -1;
  579. }
  580. // Check bottom right, bottom left as well as below for 2-hex creatures.
  581. if (myNumber/GameConstants::BFIELD_WIDTH == GameConstants::BFIELD_HEIGHT - 1)
  582. {
  583. sectorCursor[4] = -1;
  584. sectorCursor[5] = -1;
  585. belowAttackable = false;
  586. }
  587. else
  588. {
  589. if (doubleWide)
  590. {
  591. bool attackRow[4] = {true, true, true, true};
  592. if (myNumber%GameConstants::BFIELD_WIDTH <= 1 || !vstd::contains(occupyableHexes, myNumber + GameConstants::BFIELD_WIDTH - 2 + zigzagCorrection))
  593. attackRow[0] = false;
  594. if (!vstd::contains(occupyableHexes, myNumber + GameConstants::BFIELD_WIDTH - 1 + zigzagCorrection))
  595. attackRow[1] = false;
  596. if (!vstd::contains(occupyableHexes, myNumber + GameConstants::BFIELD_WIDTH + zigzagCorrection))
  597. attackRow[2] = false;
  598. if (myNumber%GameConstants::BFIELD_WIDTH >= GameConstants::BFIELD_WIDTH - 2 || !vstd::contains(occupyableHexes, myNumber + GameConstants::BFIELD_WIDTH + 1 + zigzagCorrection))
  599. attackRow[3] = false;
  600. if (!(attackRow[0] && attackRow[1]))
  601. sectorCursor[5] = -1;
  602. if (!(attackRow[1] && attackRow[2]))
  603. belowAttackable = false;
  604. if (!(attackRow[2] && attackRow[3]))
  605. sectorCursor[4] = -1;
  606. }
  607. else
  608. {
  609. if (!vstd::contains(occupyableHexes, myNumber + GameConstants::BFIELD_WIDTH + zigzagCorrection))
  610. sectorCursor[4] = -1;
  611. if (!vstd::contains(occupyableHexes, myNumber + GameConstants::BFIELD_WIDTH - 1 + zigzagCorrection))
  612. sectorCursor[5] = -1;
  613. }
  614. }
  615. // Determine index from sector.
  616. int cursorIndex;
  617. if (doubleWide)
  618. {
  619. sectorCursor.insert(sectorCursor.begin() + 5, belowAttackable ? 13 : -1);
  620. sectorCursor.insert(sectorCursor.begin() + 2, aboveAttackable ? 14 : -1);
  621. if (sector < 1.5)
  622. cursorIndex = sector;
  623. else if (sector >= 1.5 && sector < 2.5)
  624. cursorIndex = 2;
  625. else if (sector >= 2.5 && sector < 4.5)
  626. cursorIndex = (int) sector + 1;
  627. else if (sector >= 4.5 && sector < 5.5)
  628. cursorIndex = 6;
  629. else
  630. cursorIndex = (int) sector + 2;
  631. }
  632. else
  633. {
  634. cursorIndex = sector;
  635. }
  636. // Generally should NEVER happen, but to avoid the possibility of having endless loop below... [#1016]
  637. if(!vstd::contains_if(sectorCursor, [](int sc) { return sc != -1; }))
  638. {
  639. logGlobal->errorStream() << "Error: for hex " << myNumber << " cannot find a hex to attack from!";
  640. attackingHex = -1;
  641. return;
  642. }
  643. // Find the closest direction attackable, starting with the right one.
  644. // FIXME: Is this really how the original H3 client does it?
  645. int i = 0;
  646. while (sectorCursor[(cursorIndex + i)%sectorCursor.size()] == -1) //Why hast thou forsaken me?
  647. i = i <= 0 ? 1 - i : -i; // 0, 1, -1, 2, -2, 3, -3 etc..
  648. int index = (cursorIndex + i)%sectorCursor.size(); //hopefully we get elements from sectorCursor
  649. cursor->changeGraphic(ECursor::COMBAT, sectorCursor[index]);
  650. switch (index)
  651. {
  652. case 0:
  653. attackingHex = myNumber - 1; //left
  654. break;
  655. case 1:
  656. attackingHex = myNumber - GameConstants::BFIELD_WIDTH - 1 + zigzagCorrection; //top left
  657. break;
  658. case 2:
  659. attackingHex = myNumber - GameConstants::BFIELD_WIDTH + zigzagCorrection; //top right
  660. break;
  661. case 3:
  662. break;
  663. attackingHex = myNumber + 1; //right
  664. case 4:
  665. break;
  666. attackingHex = myNumber + GameConstants::BFIELD_WIDTH + zigzagCorrection; //bottom right
  667. case 5:
  668. attackingHex = myNumber + GameConstants::BFIELD_WIDTH - 1 + zigzagCorrection; //bottom left
  669. break;
  670. }
  671. BattleHex hex(attackingHex);
  672. if (!hex.isValid())
  673. attackingHex = -1;
  674. }
  675. void CBattleInterface::clickRight(tribool down, bool previousState)
  676. {
  677. if(!down && spellDestSelectMode)
  678. {
  679. endCastingSpell();
  680. }
  681. }
  682. void CBattleInterface::bOptionsf()
  683. {
  684. if(spellDestSelectMode) //we are casting a spell
  685. return;
  686. CCS->curh->changeGraphic(ECursor::ADVENTURE,0);
  687. Rect tempRect = genRect(431, 481, 160, 84);
  688. tempRect += pos.topLeft();
  689. auto optionsWin = new CBattleOptionsWindow(tempRect, this);
  690. GH.pushInt(optionsWin);
  691. }
  692. void CBattleInterface::bSurrenderf()
  693. {
  694. if(spellDestSelectMode) //we are casting a spell
  695. return;
  696. int cost = curInt->cb->battleGetSurrenderCost();
  697. if(cost >= 0)
  698. {
  699. std::string enemyHeroName = curInt->cb->battleGetEnemyHero().name;
  700. if(enemyHeroName.empty())
  701. enemyHeroName = "#ENEMY#"; //TODO: should surrendering without enemy hero be enabled?
  702. 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."
  703. curInt->showYesNoDialog(surrenderMessage, [this]{ reallySurrender(); }, 0, false);
  704. }
  705. }
  706. void CBattleInterface::bFleef()
  707. {
  708. if(spellDestSelectMode) //we are casting a spell
  709. return;
  710. if( curInt->cb->battleCanFlee() )
  711. {
  712. CFunctionList<void()> ony = boost::bind(&CBattleInterface::reallyFlee,this);
  713. curInt->showYesNoDialog(CGI->generaltexth->allTexts[28], ony, 0, false); //Are you sure you want to retreat?
  714. }
  715. else
  716. {
  717. std::vector<CComponent*> comps;
  718. std::string heroName;
  719. //calculating fleeing hero's name
  720. if(attackingHeroInstance)
  721. if(attackingHeroInstance->tempOwner == curInt->cb->getMyColor())
  722. heroName = attackingHeroInstance->name;
  723. if(defendingHeroInstance)
  724. if(defendingHeroInstance->tempOwner == curInt->cb->getMyColor())
  725. heroName = defendingHeroInstance->name;
  726. //calculating text
  727. char buffer[1000];
  728. sprintf(buffer, CGI->generaltexth->allTexts[340].c_str(), heroName.c_str()); //The Shackles of War are present. %s can not retreat!
  729. //printing message
  730. curInt->showInfoDialog(std::string(buffer), comps);
  731. }
  732. }
  733. void CBattleInterface::reallyFlee()
  734. {
  735. giveCommand(Battle::RETREAT,0,0);
  736. CCS->curh->changeGraphic(ECursor::ADVENTURE, 0);
  737. }
  738. void CBattleInterface::reallySurrender()
  739. {
  740. if(curInt->cb->getResourceAmount(Res::GOLD) < curInt->cb->battleGetSurrenderCost())
  741. {
  742. curInt->showInfoDialog(CGI->generaltexth->allTexts[29]); //You don't have enough gold!
  743. }
  744. else
  745. {
  746. giveCommand(Battle::SURRENDER,0,0);
  747. CCS->curh->changeGraphic(ECursor::ADVENTURE, 0);
  748. }
  749. }
  750. void CBattleInterface::bAutofightf()
  751. {
  752. if(spellDestSelectMode) //we are casting a spell
  753. return;
  754. //Stop auto-fight mode
  755. if(curInt->isAutoFightOn)
  756. {
  757. assert(curInt->autofightingAI);
  758. curInt->isAutoFightOn = false;
  759. logGlobal->traceStream() << "Stopping the autofight...";
  760. }
  761. else
  762. {
  763. curInt->isAutoFightOn = true;
  764. blockUI(true);
  765. auto ai = CDynLibHandler::getNewBattleAI(settings["server"]["neutralAI"].String());
  766. ai->init(curInt->cb);
  767. ai->battleStart(army1, army2, int3(0,0,0), attackingHeroInstance, defendingHeroInstance, curInt->cb->battleGetMySide());
  768. curInt->autofightingAI = ai;
  769. curInt->cb->registerBattleInterface(ai);
  770. requestAutofightingAIToTakeAction();
  771. }
  772. }
  773. void CBattleInterface::bSpellf()
  774. {
  775. if(spellDestSelectMode) //we are casting a spell
  776. return;
  777. CCS->curh->changeGraphic(ECursor::ADVENTURE,0);
  778. if(!myTurn)
  779. return;
  780. auto myHero = currentHero();
  781. ESpellCastProblem::ESpellCastProblem spellCastProblem;
  782. if (curInt->cb->battleCanCastSpell(&spellCastProblem))
  783. {
  784. auto spellWindow = new CSpellWindow(genRect(595, 620, (screen->w - 620)/2, (screen->h - 595)/2), myHero, curInt.get());
  785. GH.pushInt(spellWindow);
  786. }
  787. else if(spellCastProblem == ESpellCastProblem::MAGIC_IS_BLOCKED)
  788. {
  789. //Handle Orb of Inhibition-like effects -> we want to display dialog with info, why casting is impossible
  790. auto blockingBonus = currentHero()->getBonusLocalFirst(Selector::type(Bonus::BLOCK_ALL_MAGIC));
  791. if(!blockingBonus)
  792. return;;
  793. if(blockingBonus->source == Bonus::ARTIFACT)
  794. {
  795. const int artID = blockingBonus->sid;
  796. //If we have artifact, put name of our hero. Otherwise assume it's the enemy.
  797. //TODO check who *really* is source of bonus
  798. std::string heroName = myHero->hasArt(artID) ? myHero->name : enemyHero().name;
  799. //%s wields the %s, an ancient artifact which creates a p dead to all magic.
  800. LOCPLINT->showInfoDialog(boost::str(boost::format(CGI->generaltexth->allTexts[683])
  801. % heroName % CGI->arth->artifacts[artID]->Name()));
  802. }
  803. }
  804. }
  805. void CBattleInterface::bWaitf()
  806. {
  807. if(spellDestSelectMode) //we are casting a spell
  808. return;
  809. if(activeStack != nullptr)
  810. giveCommand(Battle::WAIT,0,activeStack->ID);
  811. }
  812. void CBattleInterface::bDefencef()
  813. {
  814. if(spellDestSelectMode) //we are casting a spell
  815. return;
  816. if(activeStack != nullptr)
  817. giveCommand(Battle::DEFEND,0,activeStack->ID);
  818. }
  819. void CBattleInterface::bConsoleUpf()
  820. {
  821. if(spellDestSelectMode) //we are casting a spell
  822. return;
  823. console->scrollUp();
  824. }
  825. void CBattleInterface::bConsoleDownf()
  826. {
  827. if(spellDestSelectMode) //we are casting a spell
  828. return;
  829. console->scrollDown();
  830. }
  831. void CBattleInterface::newStack(const CStack * stack)
  832. {
  833. creDir[stack->ID] = stack->attackerOwned; // must be set before getting stack position
  834. Point coords = CClickableHex::getXYUnitAnim(stack->position, stack, this);
  835. if(stack->position < 0) //turret
  836. {
  837. const CCreature * turretCreature = CGI->creh->creatures[siegeH->town->town->clientInfo.siegeShooter];
  838. creAnims[stack->ID] = AnimationControls::getAnimation(turretCreature);
  839. // Turret positions are read out of the config/wall_pos.txt
  840. int posID = 0;
  841. switch (stack->position)
  842. {
  843. case -2: // keep creature
  844. posID = 18;
  845. break;
  846. case -3: // bottom creature
  847. posID = 19;
  848. break;
  849. case -4: // upper creature
  850. posID = 20;
  851. break;
  852. }
  853. if (posID != 0)
  854. {
  855. coords.x = siegeH->town->town->clientInfo.siegePositions[posID].x + this->pos.x;
  856. coords.y = siegeH->town->town->clientInfo.siegePositions[posID].y + this->pos.y;
  857. }
  858. creAnims[stack->ID]->pos.h = 225;
  859. }
  860. else
  861. {
  862. creAnims[stack->ID] = AnimationControls::getAnimation(stack->getCreature());
  863. creAnims[stack->ID]->onAnimationReset += std::bind(&onAnimationFinished, stack, creAnims[stack->ID]);
  864. creAnims[stack->ID]->pos.h = creAnims[stack->ID]->getHeight();
  865. }
  866. creAnims[stack->ID]->pos.x = coords.x;
  867. creAnims[stack->ID]->pos.y = coords.y;
  868. creAnims[stack->ID]->pos.w = creAnims[stack->ID]->getWidth();
  869. creAnims[stack->ID]->setType(CCreatureAnim::HOLDING);
  870. }
  871. void CBattleInterface::stackRemoved(int stackID)
  872. {
  873. delete creAnims[stackID];
  874. creAnims.erase(stackID);
  875. creDir.erase(stackID);
  876. redrawBackgroundWithHexes(activeStack);
  877. queue->update();
  878. }
  879. void CBattleInterface::stackActivated(const CStack * stack) //TODO: check it all before game state is changed due to abilities
  880. {
  881. //givenCommand = nullptr;
  882. stackToActivate = stack;
  883. waitForAnims();
  884. //if(pendingAnims.size() == 0)
  885. if(stackToActivate) //during waiting stack may have gotten activated through show
  886. activateStack();
  887. }
  888. void CBattleInterface::stackMoved(const CStack * stack, std::vector<BattleHex> destHex, int distance)
  889. {
  890. addNewAnim(new CMovementAnimation(this, stack, destHex, distance));
  891. waitForAnims();
  892. }
  893. void CBattleInterface::stacksAreAttacked(std::vector<StackAttackedInfo> attackedInfos)
  894. {
  895. for (auto & attackedInfo : attackedInfos)
  896. {
  897. if (!attackedInfo.cloneKilled) //FIXME: play dead animation for cloned creature before it vanishes
  898. addNewAnim(new CDefenceAnimation(attackedInfo, this));
  899. if (attackedInfo.rebirth)
  900. {
  901. displayEffect(50, attackedInfo.defender->position); //TODO: play reverse death animation
  902. CCS->soundh->playSound(soundBase::RESURECT);
  903. }
  904. }
  905. waitForAnims();
  906. int targets = 0, killed = 0, damage = 0;
  907. for(auto & attackedInfo : attackedInfos)
  908. {
  909. ++targets;
  910. killed += attackedInfo.amountKilled;
  911. damage += attackedInfo.dmg;
  912. }
  913. if (attackedInfos.front().cloneKilled) //FIXME: cloned stack is already removed
  914. return;
  915. if (targets > 1)
  916. printConsoleAttacked(attackedInfos.front().defender, damage, killed, attackedInfos.front().attacker, true); //creatures perish
  917. else
  918. printConsoleAttacked(attackedInfos.front().defender, damage, killed, attackedInfos.front().attacker, false);
  919. for(auto & attackedInfo : attackedInfos)
  920. {
  921. if (attackedInfo.rebirth)
  922. creAnims[attackedInfo.defender->ID]->setType(CCreatureAnim::HOLDING);
  923. if (attackedInfo.cloneKilled)
  924. stackRemoved(attackedInfo.defender->ID);
  925. }
  926. }
  927. void CBattleInterface::stackAttacking( const CStack * attacker, BattleHex dest, const CStack * attacked, bool shooting )
  928. {
  929. if (shooting)
  930. {
  931. addNewAnim(new CShootingAnimation(this, attacker, dest, attacked));
  932. }
  933. else
  934. {
  935. addNewAnim(new CMeleeAttackAnimation(this, attacker, dest, attacked));
  936. }
  937. //waitForAnims();
  938. }
  939. void CBattleInterface::newRoundFirst( int round )
  940. {
  941. waitForAnims();
  942. }
  943. void CBattleInterface::newRound(int number)
  944. {
  945. console->addText(CGI->generaltexth->allTexts[412]);
  946. //unlock spellbook
  947. //bSpell->block(!curInt->cb->battleCanCastSpell());
  948. //don't unlock spellbook - this should be done when we have axctive creature
  949. }
  950. void CBattleInterface::giveCommand(Battle::ActionType action, BattleHex tile, ui32 stackID, si32 additional, si32 selected)
  951. {
  952. const CStack *stack = curInt->cb->battleGetStackByID(stackID);
  953. if(!stack && action != Battle::HERO_SPELL && action != Battle::RETREAT && action != Battle::SURRENDER)
  954. {
  955. return;
  956. }
  957. if(stack && stack != activeStack)
  958. logGlobal->warnStream() << "Warning: giving an order to a non-active stack?";
  959. auto ba = new BattleAction(); //is deleted in CPlayerInterface::activeStack()
  960. ba->side = defendingHeroInstance ? (curInt->playerID == defendingHeroInstance->tempOwner) : false;
  961. ba->actionType = action;
  962. ba->destinationTile = tile;
  963. ba->stackNumber = stackID;
  964. ba->additionalInfo = additional;
  965. ba->selectedStack = selected;
  966. //some basic validations
  967. switch(action)
  968. {
  969. case Battle::WALK_AND_ATTACK:
  970. assert(curInt->cb->battleGetStackByPos(additional)); //stack to attack must exist
  971. case Battle::WALK:
  972. case Battle::SHOOT:
  973. case Battle::CATAPULT:
  974. assert(tile < GameConstants::BFIELD_SIZE);
  975. break;
  976. }
  977. if(!tacticsMode)
  978. {
  979. logGlobal->traceStream() << "Setting command for " << (stack ? stack->nodeName() : "hero");
  980. myTurn = false;
  981. setActiveStack(nullptr);
  982. givenCommand->setn(ba);
  983. }
  984. else
  985. {
  986. curInt->cb->battleMakeTacticAction(ba);
  987. vstd::clear_pointer(ba);
  988. setActiveStack(nullptr);
  989. //next stack will be activated when action ends
  990. }
  991. }
  992. bool CBattleInterface::isTileAttackable(const BattleHex & number) const
  993. {
  994. for(auto & elem : occupyableHexes)
  995. {
  996. if(BattleHex::mutualPosition(elem, number) != -1 || elem == number)
  997. return true;
  998. }
  999. return false;
  1000. }
  1001. bool CBattleInterface::isCatapultAttackable(BattleHex hex) const
  1002. {
  1003. if(!siegeH || tacticsMode)
  1004. return false;
  1005. int wallUnder = curInt->cb->battleHexToWallPart(hex);
  1006. if(wallUnder < 0) //invalid or indestructible
  1007. return false;
  1008. auto state = curInt->cb->battleGetWallState(wallUnder);
  1009. return state != EWallState::DESTROYED && state != EWallState::NONE;
  1010. }
  1011. const CGHeroInstance * CBattleInterface::getActiveHero()
  1012. {
  1013. const CStack * attacker = activeStack;
  1014. if (!attacker)
  1015. {
  1016. return nullptr;
  1017. }
  1018. if (attacker->attackerOwned)
  1019. {
  1020. return attackingHeroInstance;
  1021. }
  1022. return defendingHeroInstance;
  1023. }
  1024. void CBattleInterface::hexLclicked(int whichOne)
  1025. {
  1026. handleHex(whichOne, LCLICK);
  1027. }
  1028. void CBattleInterface::stackIsCatapulting(const CatapultAttack & ca)
  1029. {
  1030. for(auto it = ca.attackedParts.begin(); it != ca.attackedParts.end(); ++it)
  1031. {
  1032. const CStack * stack = curInt->cb->battleGetStackByID(ca.attacker);
  1033. addNewAnim(new CShootingAnimation(this, stack, it->destinationTile, nullptr, true, it->damageDealt));
  1034. }
  1035. waitForAnims();
  1036. for(auto it = ca.attackedParts.begin(); it != ca.attackedParts.end(); ++it)
  1037. {
  1038. SDL_FreeSurface(siegeH->walls[it->attackedPart + 2]);
  1039. siegeH->walls[it->attackedPart + 2] = BitmapHandler::loadBitmap(
  1040. siegeH->getSiegeName(it->attackedPart + 2, curInt->cb->battleGetWallState(it->attackedPart)) );
  1041. }
  1042. }
  1043. void CBattleInterface::battleFinished(const BattleResult& br)
  1044. {
  1045. bresult = &br;
  1046. {
  1047. auto unlockPim = vstd::makeUnlockGuard(*LOCPLINT->pim);
  1048. animsAreDisplayed.waitUntil(false);
  1049. }
  1050. displayBattleFinished();
  1051. setActiveStack(nullptr);
  1052. }
  1053. void CBattleInterface::displayBattleFinished()
  1054. {
  1055. CCS->curh->changeGraphic(ECursor::ADVENTURE,0);
  1056. SDL_Rect temp_rect = genRect(561, 470, (screen->w - 800)/2 + 165, (screen->h - 600)/2 + 19);
  1057. resWindow = new CBattleResultWindow(*bresult, temp_rect, *this->curInt);
  1058. GH.pushInt(resWindow);
  1059. }
  1060. void CBattleInterface::spellCast( const BattleSpellCast * sc )
  1061. {
  1062. const CSpell &spell = *CGI->spellh->spells[sc->id];
  1063. std::vector< std::string > anims; //for magic arrow and ice bolt
  1064. if (vstd::contains(CCS->soundh->spellSounds, &spell))
  1065. CCS->soundh->playSound(CCS->soundh->spellSounds[&spell]);
  1066. switch(sc->id)
  1067. {
  1068. case SpellID::MAGIC_ARROW:
  1069. {
  1070. //initialization of anims
  1071. anims.push_back("C20SPX0.DEF"); anims.push_back("C20SPX1.DEF"); anims.push_back("C20SPX2.DEF"); anims.push_back("C20SPX3.DEF"); anims.push_back("C20SPX4.DEF");
  1072. }
  1073. case SpellID::ICE_BOLT:
  1074. {
  1075. if(anims.size() == 0) //initialization of anims
  1076. {
  1077. anims.push_back("C08SPW0.DEF"); anims.push_back("C08SPW1.DEF"); anims.push_back("C08SPW2.DEF"); anims.push_back("C08SPW3.DEF"); anims.push_back("C08SPW4.DEF");
  1078. }
  1079. } //end of ice bolt only part
  1080. { //common ice bolt and magic arrow part
  1081. //initial variables
  1082. std::string animToDisplay;
  1083. Point srccoord = (sc->side ? Point(770, 60) : Point(30, 60)) + pos;
  1084. Point destcoord = CClickableHex::getXYUnitAnim(sc->tile, curInt->cb->battleGetStackByPos(sc->tile), this); //position attacked by arrow
  1085. destcoord.x += 250; destcoord.y += 240;
  1086. //animation angle
  1087. double angle = atan2(static_cast<double>(destcoord.x - srccoord.x), static_cast<double>(destcoord.y - srccoord.y));
  1088. bool Vflip = false;
  1089. if (angle < 0)
  1090. {
  1091. Vflip = true;
  1092. angle = -angle;
  1093. }
  1094. //choosing animation by angle
  1095. if(angle > 1.50)
  1096. animToDisplay = anims[0];
  1097. else if(angle > 1.20)
  1098. animToDisplay = anims[1];
  1099. else if(angle > 0.90)
  1100. animToDisplay = anims[2];
  1101. else if(angle > 0.60)
  1102. animToDisplay = anims[3];
  1103. else
  1104. animToDisplay = anims[4];
  1105. //displaying animation
  1106. CDefEssential * animDef = CDefHandler::giveDefEss(animToDisplay);
  1107. double diffX = (destcoord.x - srccoord.x)*(destcoord.x - srccoord.x);
  1108. double diffY = (destcoord.y - srccoord.y)*(destcoord.y - srccoord.y);
  1109. double distance = sqrt(diffX + diffY);
  1110. int steps = distance / AnimationControls::getSpellEffectSpeed() + 1;
  1111. int dx = (destcoord.x - srccoord.x - animDef->ourImages[0].bitmap->w)/steps;
  1112. int dy = (destcoord.y - srccoord.y - animDef->ourImages[0].bitmap->h)/steps;
  1113. delete animDef;
  1114. addNewAnim(new CSpellEffectAnimation(this, animToDisplay, srccoord.x, srccoord.y, dx, dy, Vflip));
  1115. break; //for 15 and 16 cases
  1116. }
  1117. case SpellID::LIGHTNING_BOLT:
  1118. case SpellID::TITANS_LIGHTNING_BOLT:
  1119. case SpellID::THUNDERBOLT:
  1120. case SpellID::CHAIN_LIGHTNING: //TODO: zigzag effect
  1121. for (auto & elem : sc->affectedCres) //in case we have multiple targets
  1122. {
  1123. displayEffect(1, curInt->cb->battleGetStackByID(elem, false)->position);
  1124. displayEffect(spell.mainEffectAnim, curInt->cb->battleGetStackByID(elem, false)->position);
  1125. }
  1126. break;
  1127. case SpellID::DISPEL:
  1128. case SpellID::CURE:
  1129. case SpellID::RESURRECTION:
  1130. case SpellID::ANIMATE_DEAD:
  1131. case SpellID::DISPEL_HELPFUL_SPELLS:
  1132. case SpellID::SACRIFICE: //TODO: animation upon killed stack
  1133. for(auto & elem : sc->affectedCres)
  1134. {
  1135. displayEffect(spell.mainEffectAnim, curInt->cb->battleGetStackByID(elem, false)->position);
  1136. }
  1137. break;
  1138. case SpellID::SUMMON_FIRE_ELEMENTAL:
  1139. case SpellID::SUMMON_EARTH_ELEMENTAL:
  1140. case SpellID::SUMMON_WATER_ELEMENTAL:
  1141. case SpellID::SUMMON_AIR_ELEMENTAL:
  1142. case SpellID::CLONE:
  1143. case SpellID::REMOVE_OBSTACLE:
  1144. addNewAnim(new CDummyAnimation(this, 2)); //interface won't return until animation is played. TODO: make it smarter?
  1145. break;
  1146. } //switch(sc->id)
  1147. if (spell.isDamageSpell() && sc->affectedCres.empty()) //for example Inferno that causes no BattleStackAttacked
  1148. {
  1149. if(sc->tile.isValid() && graphics->battleACToDef.count(spell.mainEffectAnim)) //eg. when casting Lind Mine or Fire Wall
  1150. displayEffect (spell.mainEffectAnim, sc->tile);
  1151. }
  1152. //support for resistance
  1153. for(auto & elem : sc->resisted)
  1154. {
  1155. int tile = curInt->cb->battleGetStackByID(elem)->position;
  1156. displayEffect(78, tile);
  1157. }
  1158. //displaying message in console
  1159. bool customSpell = false;
  1160. bool plural = false; //add singular / plural form of creature text if this is true
  1161. int textID = 0;
  1162. if(sc->affectedCres.size() == 1)
  1163. {
  1164. std::string text = CGI->generaltexth->allTexts[195];
  1165. if(sc->castedByHero)
  1166. {
  1167. boost::algorithm::replace_first(text, "%s", curInt->cb->battleGetHeroInfo(sc->side).name);
  1168. boost::algorithm::replace_first(text, "%s", CGI->spellh->spells[sc->id]->name); //spell name
  1169. boost::algorithm::replace_first(text, "%s", curInt->cb->battleGetStackByID(*sc->affectedCres.begin(), false)->getCreature()->namePl ); //target
  1170. }
  1171. else
  1172. {
  1173. switch(sc->id)
  1174. {
  1175. case SpellID::STONE_GAZE:
  1176. customSpell = true;
  1177. plural = true;
  1178. textID = 558;
  1179. break;
  1180. case SpellID::POISON:
  1181. customSpell = true;
  1182. plural = true;
  1183. textID = 561;
  1184. break;
  1185. case SpellID::BIND:
  1186. customSpell = true;
  1187. text = CGI->generaltexth->allTexts[560];
  1188. boost::algorithm::replace_first(text, "%s", curInt->cb->battleGetStackByID(*sc->affectedCres.begin(), false)->getCreature()->namePl );
  1189. break; //Roots and vines bind the %s to the ground!
  1190. case SpellID::DISEASE:
  1191. customSpell = true;
  1192. plural = true;
  1193. textID = 553;
  1194. break;
  1195. case SpellID::PARALYZE:
  1196. customSpell = true;
  1197. plural = true;
  1198. textID = 563;
  1199. break;
  1200. case SpellID::AGE:
  1201. {
  1202. customSpell = true;
  1203. if (curInt->cb->battleGetStackByID(*sc->affectedCres.begin())->count > 1)
  1204. {
  1205. text = CGI->generaltexth->allTexts[552];
  1206. boost::algorithm::replace_first(text, "%s", curInt->cb->battleGetStackByID(*sc->affectedCres.begin())->type->namePl);
  1207. }
  1208. else
  1209. {
  1210. text = CGI->generaltexth->allTexts[551];
  1211. boost::algorithm::replace_first(text, "%s", curInt->cb->battleGetStackByID(*sc->affectedCres.begin())->type->nameSing);
  1212. }
  1213. //The %s shrivel with age, and lose %d hit points."
  1214. TBonusListPtr bl = curInt->cb->battleGetStackByID(*sc->affectedCres.begin(), false)->getBonuses(Selector::type(Bonus::STACK_HEALTH));
  1215. bl->remove_if(Selector::source(Bonus::SPELL_EFFECT, 75));
  1216. boost::algorithm::replace_first(text, "%d", boost::lexical_cast<std::string>(bl->totalValue()/2));
  1217. }
  1218. break;
  1219. case SpellID::THUNDERBOLT:
  1220. text = CGI->generaltexth->allTexts[367];
  1221. boost::algorithm::replace_first(text, "%s", curInt->cb->battleGetStackByID(*sc->affectedCres.begin())->type->namePl);
  1222. console->addText(text);
  1223. text = CGI->generaltexth->allTexts[343].substr(1, CGI->generaltexth->allTexts[343].size() - 1); //Does %d points of damage.
  1224. boost::algorithm::replace_first(text, "%d", boost::lexical_cast<std::string>(sc->dmgToDisplay)); //no more text afterwards
  1225. console->addText(text);
  1226. customSpell = true;
  1227. text = ""; //yeah, it's a terrible mess
  1228. break;
  1229. case SpellID::DISPEL_HELPFUL_SPELLS:
  1230. text = CGI->generaltexth->allTexts[555];
  1231. boost::algorithm::replace_first(text, "%s", curInt->cb->battleGetStackByID(*sc->affectedCres.begin())->type->namePl);
  1232. customSpell = true;
  1233. break;
  1234. case SpellID::DEATH_STARE:
  1235. customSpell = true;
  1236. if (sc->dmgToDisplay)
  1237. {
  1238. if (sc->dmgToDisplay > 1)
  1239. {
  1240. text = CGI->generaltexth->allTexts[119]; //%d %s die under the terrible gaze of the %s.
  1241. boost::algorithm::replace_first(text, "%d", boost::lexical_cast<std::string>(sc->dmgToDisplay));
  1242. boost::algorithm::replace_first(text, "%s", curInt->cb->battleGetStackByID(*sc->affectedCres.begin(), false)->getCreature()->namePl );
  1243. }
  1244. else
  1245. {
  1246. text = CGI->generaltexth->allTexts[118]; //One %s dies under the terrible gaze of the %s.
  1247. boost::algorithm::replace_first(text, "%s", curInt->cb->battleGetStackByID(*sc->affectedCres.begin())->type->nameSing);
  1248. }
  1249. boost::algorithm::replace_first(text, "%s", CGI->creh->creatures[sc->attackerType]->namePl); //casting stack
  1250. }
  1251. else
  1252. text = "";
  1253. break;
  1254. default:
  1255. text = CGI->generaltexth->allTexts[565]; //The %s casts %s
  1256. if(auto castingCreature = vstd::atOrDefault(CGI->creh->creatures, sc->attackerType, nullptr))
  1257. boost::algorithm::replace_first(text, "%s", castingCreature->namePl); //casting stack
  1258. else
  1259. boost::algorithm::replace_first(text, "%s", "@Unknown caster@"); //should not happen
  1260. }
  1261. if (plural)
  1262. {
  1263. if (curInt->cb->battleGetStackByID(*sc->affectedCres.begin())->count > 1)
  1264. {
  1265. text = CGI->generaltexth->allTexts[textID + 1];
  1266. boost::algorithm::replace_first(text, "%s", curInt->cb->battleGetStackByID(*sc->affectedCres.begin())->getName());
  1267. }
  1268. else
  1269. {
  1270. text = CGI->generaltexth->allTexts[textID];
  1271. boost::algorithm::replace_first(text, "%s", curInt->cb->battleGetStackByID(*sc->affectedCres.begin())->getName());
  1272. }
  1273. }
  1274. }
  1275. if (!customSpell && !sc->dmgToDisplay)
  1276. boost::algorithm::replace_first(text, "%s", CGI->spellh->spells[sc->id]->name); //simple spell name
  1277. if (text.size())
  1278. console->addText(text);
  1279. }
  1280. else
  1281. {
  1282. std::string text = CGI->generaltexth->allTexts[196];
  1283. if(sc->castedByHero)
  1284. {
  1285. boost::algorithm::replace_first(text, "%s", curInt->cb->battleGetHeroInfo(sc->side).name);
  1286. }
  1287. if(auto castingCreature = vstd::atOrDefault(CGI->creh->creatures, sc->attackerType, nullptr))
  1288. {
  1289. boost::algorithm::replace_first(text, "%s", castingCreature->namePl); //creature caster
  1290. }
  1291. else
  1292. {
  1293. //TODO artifacts that cast spell; scripts some day
  1294. boost::algorithm::replace_first(text, "%s", "Something");
  1295. }
  1296. boost::algorithm::replace_first(text, "%s", CGI->spellh->spells[sc->id]->name);
  1297. console->addText(text);
  1298. }
  1299. if(sc->dmgToDisplay && !customSpell)
  1300. {
  1301. std::string dmgInfo = CGI->generaltexth->allTexts[376];
  1302. boost::algorithm::replace_first(dmgInfo, "%s", CGI->spellh->spells[sc->id]->name); //simple spell name
  1303. boost::algorithm::replace_first(dmgInfo, "%d", boost::lexical_cast<std::string>(sc->dmgToDisplay));
  1304. console->addText(dmgInfo); //todo: casualties (?)
  1305. }
  1306. waitForAnims();
  1307. //mana absorption
  1308. if (sc->manaGained)
  1309. {
  1310. Point leftHero = Point(15, 30) + pos;
  1311. Point rightHero = Point(755, 30) + pos;
  1312. addNewAnim(new CSpellEffectAnimation(this, sc->side ? "SP07_A.DEF" : "SP07_B.DEF", leftHero.x, leftHero.y, 0, 0, false));
  1313. addNewAnim(new CSpellEffectAnimation(this, sc->side ? "SP07_B.DEF" : "SP07_A.DEF", rightHero.x, rightHero.y, 0, 0, false));
  1314. }
  1315. }
  1316. void CBattleInterface::battleStacksEffectsSet(const SetStackEffect & sse)
  1317. {
  1318. int effID = sse.effect.back().sid;
  1319. if(effID != -1) //can be -1 for defensive stance effect
  1320. {
  1321. for(auto & elem : sse.stacks)
  1322. {
  1323. bool areaEffect(CGI->spellh->spells[effID]->getTargetType() == CSpell::ETargetType::NO_TARGET);
  1324. displayEffect(CGI->spellh->spells[effID]->mainEffectAnim, curInt->cb->battleGetStackByID(elem)->position, areaEffect);
  1325. }
  1326. }
  1327. else if (sse.stacks.size() == 1 && sse.effect.size() == 2)
  1328. {
  1329. const Bonus & bns = sse.effect.front();
  1330. if (bns.source == Bonus::OTHER && bns.type == Bonus::PRIMARY_SKILL)
  1331. {
  1332. //defensive stance
  1333. const CStack * stack = LOCPLINT->cb->battleGetStackByID(*sse.stacks.begin());
  1334. int txtid = 120;
  1335. if(stack->count != 1)
  1336. txtid++; //move to plural text
  1337. char txt[4000];
  1338. BonusList defenseBonuses = *(stack->getBonuses(Selector::typeSubtype(Bonus::PRIMARY_SKILL, PrimarySkill::DEFENSE)));
  1339. defenseBonuses.remove_if(Selector::durationType(Bonus::STACK_GETS_TURN)); //remove bonuses gained from defensive stance
  1340. int val = stack->Defense() - defenseBonuses.totalValue();
  1341. sprintf(txt, CGI->generaltexth->allTexts[txtid].c_str(), (stack->count != 1) ? stack->getCreature()->namePl.c_str() : stack->getCreature()->nameSing.c_str(), val);
  1342. console->addText(txt);
  1343. }
  1344. }
  1345. if (activeStack != nullptr) //it can be -1 when a creature casts effect
  1346. {
  1347. redrawBackgroundWithHexes(activeStack);
  1348. }
  1349. }
  1350. void CBattleInterface::castThisSpell(int spellID)
  1351. {
  1352. auto ba = new BattleAction;
  1353. ba->actionType = Battle::HERO_SPELL;
  1354. ba->additionalInfo = spellID; //spell number
  1355. ba->destinationTile = -1;
  1356. ba->stackNumber = (attackingHeroInstance->tempOwner == curInt->playerID) ? -1 : -2;
  1357. ba->side = defendingHeroInstance ? (curInt->playerID == defendingHeroInstance->tempOwner) : false;
  1358. spellToCast = ba;
  1359. spellDestSelectMode = true;
  1360. //choosing possible tragets
  1361. const CGHeroInstance * castingHero = (attackingHeroInstance->tempOwner == curInt->playerID) ? attackingHeroInstance : defendingHeroInstance;
  1362. sp = CGI->spellh->spells[spellID];
  1363. spellSelMode = ANY_LOCATION;
  1364. if(sp->getTargetType() == CSpell::CREATURE)
  1365. {
  1366. spellSelMode = selectionTypeByPositiveness(*sp);
  1367. }
  1368. if(sp->getTargetType() == CSpell::CREATURE_EXPERT_MASSIVE)
  1369. {
  1370. if(castingHero && castingHero->getSpellSchoolLevel(sp) < 3)
  1371. spellSelMode = selectionTypeByPositiveness(*sp);
  1372. else
  1373. spellSelMode = NO_LOCATION;
  1374. }
  1375. if(sp->getTargetType() == CSpell::OBSTACLE)
  1376. {
  1377. spellSelMode = OBSTACLE;
  1378. } //FIXME: Remove Obstacle has range X, unfortunatelly :(
  1379. else if(sp->range[ castingHero->getSpellSchoolLevel(sp) ] == "X") //spell has no range
  1380. {
  1381. spellSelMode = NO_LOCATION;
  1382. }
  1383. if(sp->range[ castingHero->getSpellSchoolLevel(sp) ].size() > 1) //spell has many-hex range
  1384. {
  1385. spellSelMode = ANY_LOCATION;
  1386. }
  1387. if(spellID == SpellID::FIRE_WALL || spellID == SpellID::FORCE_FIELD)
  1388. {
  1389. spellSelMode = FREE_LOCATION;
  1390. }
  1391. if (spellSelMode == NO_LOCATION) //user does not have to select location
  1392. {
  1393. spellToCast->destinationTile = -1;
  1394. curInt->cb->battleMakeAction(spellToCast);
  1395. endCastingSpell();
  1396. }
  1397. else
  1398. {
  1399. possibleActions.clear();
  1400. possibleActions.push_back (spellSelMode); //only this one action can be performed at the moment
  1401. GH.fakeMouseMove();//update cursor
  1402. }
  1403. }
  1404. void CBattleInterface::displayEffect(ui32 effect, int destTile, bool areaEffect)
  1405. {
  1406. addNewAnim(new CSpellEffectAnimation(this, effect, destTile, 0, 0, false, areaEffect));
  1407. }
  1408. void CBattleInterface::battleTriggerEffect(const BattleTriggerEffect & bte)
  1409. {
  1410. const CStack * stack = curInt->cb->battleGetStackByID(bte.stackID);
  1411. //don't show animation when no HP is regenerated
  1412. switch (bte.effect)
  1413. {
  1414. case Bonus::HP_REGENERATION:
  1415. displayEffect(74, stack->position);
  1416. CCS->soundh->playSound(soundBase::REGENER);
  1417. break;
  1418. case Bonus::MANA_DRAIN:
  1419. displayEffect(77, stack->position);
  1420. CCS->soundh->playSound(soundBase::MANADRAI);
  1421. break;
  1422. case Bonus::POISON:
  1423. displayEffect(67, stack->position);
  1424. CCS->soundh->playSound(soundBase::POISON);
  1425. break;
  1426. case Bonus::FEAR:
  1427. displayEffect(15, stack->position);
  1428. CCS->soundh->playSound(soundBase::FEAR);
  1429. break;
  1430. case Bonus::MORALE:
  1431. {
  1432. std::string hlp = CGI->generaltexth->allTexts[33];
  1433. boost::algorithm::replace_first(hlp,"%s",(stack->getName()));
  1434. displayEffect(20,stack->position);
  1435. CCS->soundh->playSound(soundBase::GOODMRLE);
  1436. console->addText(hlp);
  1437. break;
  1438. }
  1439. default:
  1440. return;
  1441. }
  1442. //waitForAnims(); //fixme: freezes game :?
  1443. }
  1444. void CBattleInterface::setAnimSpeed(int set)
  1445. {
  1446. Settings speed = settings.write["battle"]["animationSpeed"];
  1447. speed->Float() = float(set) / 100;
  1448. }
  1449. int CBattleInterface::getAnimSpeed() const
  1450. {
  1451. return vstd::round(settings["battle"]["animationSpeed"].Float() * 100);
  1452. }
  1453. void CBattleInterface::setActiveStack(const CStack * stack)
  1454. {
  1455. if (activeStack) // update UI
  1456. creAnims[activeStack->ID]->setBorderColor(AnimationControls::getNoBorder());
  1457. activeStack = stack;
  1458. if (activeStack) // update UI
  1459. creAnims[activeStack->ID]->setBorderColor(AnimationControls::getGoldBorder());
  1460. blockUI(activeStack == nullptr);
  1461. }
  1462. void CBattleInterface::setHoveredStack(const CStack * stack)
  1463. {
  1464. if (mouseHoveredStack)
  1465. creAnims[mouseHoveredStack->ID]->setBorderColor(AnimationControls::getNoBorder());
  1466. // stack must be alive and not active (which uses gold border instead)
  1467. if (stack && stack->alive() && stack != activeStack)
  1468. {
  1469. mouseHoveredStack = stack;
  1470. if (mouseHoveredStack)
  1471. {
  1472. creAnims[mouseHoveredStack->ID]->setBorderColor(AnimationControls::getBlueBorder());
  1473. if (creAnims[mouseHoveredStack->ID]->framesInGroup(CCreatureAnim::MOUSEON) > 0)
  1474. creAnims[mouseHoveredStack->ID]->playOnce(CCreatureAnim::MOUSEON);
  1475. }
  1476. }
  1477. else
  1478. mouseHoveredStack = nullptr;
  1479. }
  1480. void CBattleInterface::activateStack()
  1481. {
  1482. setActiveStack(stackToActivate);
  1483. stackToActivate = nullptr;
  1484. const CStack *s = activeStack;
  1485. myTurn = true;
  1486. if(!!attackerInt && defenderInt) //hotseat -> need to pick which interface "takes over" as active
  1487. curInt = attackerInt->playerID == s->owner ? attackerInt : defenderInt;
  1488. queue->update();
  1489. redrawBackgroundWithHexes(activeStack);
  1490. //set casting flag to true if creature can use it to not check it every time
  1491. const Bonus *spellcaster = s->getBonusLocalFirst(Selector::type(Bonus::SPELLCASTER)),
  1492. *randomSpellcaster = s->getBonusLocalFirst(Selector::type(Bonus::RANDOM_SPELLCASTER));
  1493. if (s->casts && (spellcaster || randomSpellcaster))
  1494. {
  1495. stackCanCastSpell = true;
  1496. if(randomSpellcaster)
  1497. creatureSpellToCast = -1; //spell will be set later on cast
  1498. creatureSpellToCast = curInt->cb->battleGetRandomStackSpell(s, CBattleInfoCallback::RANDOM_AIMED); //faerie dragon can cast only one spell until their next move
  1499. //TODO: what if creature can cast BOTH random genie spell and aimed spell?
  1500. }
  1501. else
  1502. {
  1503. stackCanCastSpell = false;
  1504. creatureSpellToCast = -1;
  1505. }
  1506. getPossibleActionsForStack (s);
  1507. GH.fakeMouseMove();
  1508. }
  1509. void CBattleInterface::endCastingSpell()
  1510. {
  1511. assert(spellDestSelectMode);
  1512. delete spellToCast;
  1513. spellToCast = nullptr;
  1514. sp = nullptr;
  1515. spellDestSelectMode = false;
  1516. CCS->curh->changeGraphic(ECursor::COMBAT, ECursor::COMBAT_POINTER);
  1517. if (activeStack)
  1518. {
  1519. getPossibleActionsForStack (activeStack); //restore actions after they were cleared
  1520. myTurn = true;
  1521. }
  1522. }
  1523. void CBattleInterface::getPossibleActionsForStack(const CStack * stack)
  1524. {
  1525. possibleActions.clear();
  1526. if (tacticsMode)
  1527. {
  1528. possibleActions += MOVE_TACTICS, CHOOSE_TACTICS_STACK;
  1529. }
  1530. else
  1531. {
  1532. //first action will be prioritized over later ones
  1533. if (stack->casts) //TODO: check for battlefield effects that prevent casting?
  1534. {
  1535. if (stack->hasBonusOfType (Bonus::SPELLCASTER))
  1536. {
  1537. //TODO: poll possible spells
  1538. const CSpell * spell;
  1539. BonusList spellBonuses = *stack->getBonuses (Selector::type(Bonus::SPELLCASTER));
  1540. for (Bonus * spellBonus : spellBonuses)
  1541. {
  1542. spell = CGI->spellh->spells[spellBonus->subtype];
  1543. switch (spellBonus->subtype)
  1544. {
  1545. case SpellID::REMOVE_OBSTACLE:
  1546. possibleActions.push_back (OBSTACLE);
  1547. break;
  1548. default:
  1549. possibleActions.push_back (selectionTypeByPositiveness (*spell));
  1550. break;
  1551. }
  1552. }
  1553. std::sort(possibleActions.begin(), possibleActions.end());
  1554. auto it = std::unique (possibleActions.begin(), possibleActions.end());
  1555. possibleActions.erase (it, possibleActions.end());
  1556. }
  1557. if (stack->hasBonusOfType (Bonus::RANDOM_SPELLCASTER))
  1558. possibleActions.push_back (RANDOM_GENIE_SPELL);
  1559. if (stack->hasBonusOfType (Bonus::DAEMON_SUMMONING))
  1560. possibleActions.push_back (RISE_DEMONS);
  1561. }
  1562. if (stack->shots && stack->hasBonusOfType (Bonus::SHOOTER))
  1563. possibleActions.push_back (SHOOT);
  1564. if (stack->hasBonusOfType (Bonus::RETURN_AFTER_STRIKE))
  1565. possibleActions.push_back (ATTACK_AND_RETURN);
  1566. possibleActions.push_back(ATTACK); //all active stacks can attack
  1567. possibleActions.push_back(WALK_AND_ATTACK); //not all stacks can always walk, but we will check this elsewhere
  1568. if (stack->canMove() && stack->Speed()) //probably no reason to try move war machines or bound stacks
  1569. possibleActions.push_back (MOVE_STACK); //all active stacks can attack
  1570. if (siegeH && stack->hasBonusOfType (Bonus::CATAPULT)) //TODO: check shots
  1571. possibleActions.push_back (CATAPULT);
  1572. if (stack->hasBonusOfType (Bonus::HEALER))
  1573. possibleActions.push_back (HEAL);
  1574. }
  1575. }
  1576. void CBattleInterface::printConsoleAttacked( const CStack * defender, int dmg, int killed, const CStack * attacker, bool multiple )
  1577. {
  1578. char tabh[200] = {0};
  1579. int end = 0;
  1580. if (attacker) //ignore if stacks were killed by spell
  1581. {
  1582. end = sprintf(tabh, CGI->generaltexth->allTexts[attacker->count > 1 ? 377 : 376].c_str(),
  1583. (attacker->count > 1 ? attacker->getCreature()->namePl.c_str() : attacker->getCreature()->nameSing.c_str()), dmg);
  1584. }
  1585. if(killed > 0)
  1586. {
  1587. if(killed > 1)
  1588. {
  1589. sprintf(tabh + end, CGI->generaltexth->allTexts[379].c_str(), killed,
  1590. multiple ? CGI->generaltexth->allTexts[43].c_str() : defender->getCreature()->namePl.c_str()); // creatures perish
  1591. }
  1592. else //killed == 1
  1593. {
  1594. sprintf(tabh + end, CGI->generaltexth->allTexts[378].c_str(),
  1595. multiple ? CGI->generaltexth->allTexts[42].c_str() : defender->getCreature()->nameSing.c_str()); // creature perishes
  1596. }
  1597. }
  1598. console->addText(std::string(tabh));
  1599. }
  1600. void CBattleInterface::endAction(const BattleAction* action)
  1601. {
  1602. const CStack * stack = curInt->cb->battleGetStackByID(action->stackNumber);
  1603. if(action->actionType == Battle::HERO_SPELL)
  1604. {
  1605. if(action->side)
  1606. defendingHero->setPhase(0);
  1607. else
  1608. attackingHero->setPhase(0);
  1609. }
  1610. if(stack && action->actionType == Battle::WALK &&
  1611. !creAnims[action->stackNumber]->isIdle()) //walk or walk & attack
  1612. {
  1613. pendingAnims.push_back(std::make_pair(new CMovementEndAnimation(this, stack, action->destinationTile), false));
  1614. }
  1615. //check if we should reverse stacks
  1616. //for some strange reason, it's not enough
  1617. TStacks stacks = curInt->cb->battleGetStacks(CBattleCallback::MINE_AND_ENEMY);
  1618. for(const CStack *s : stacks)
  1619. {
  1620. if(s && creDir[s->ID] != bool(s->attackerOwned) && s->alive()
  1621. && creAnims[s->ID]->isIdle())
  1622. {
  1623. addNewAnim(new CReverseAnimation(this, s, s->position, false));
  1624. }
  1625. }
  1626. queue->update();
  1627. if(tacticsMode) //stack ended movement in tactics phase -> select the next one
  1628. bTacticNextStack(stack);
  1629. 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
  1630. redrawBackgroundWithHexes(activeStack);
  1631. if(activeStack && !animsAreDisplayed.get() && pendingAnims.empty() && !active)
  1632. {
  1633. logGlobal->warnStream() << "Something wrong... interface was deactivated but there is no animation. Reactivating...";
  1634. blockUI(false);
  1635. }
  1636. else
  1637. {
  1638. // block UI if no active stack (e.g. enemy turn);
  1639. blockUI(activeStack == nullptr);
  1640. }
  1641. }
  1642. void CBattleInterface::hideQueue()
  1643. {
  1644. Settings showQueue = settings.write["battle"]["showQueue"];
  1645. showQueue->Bool() = false;
  1646. queue->deactivate();
  1647. if(!queue->embedded)
  1648. {
  1649. moveBy(Point(0, -queue->pos.h / 2));
  1650. GH.totalRedraw();
  1651. }
  1652. }
  1653. void CBattleInterface::showQueue()
  1654. {
  1655. Settings showQueue = settings.write["battle"]["showQueue"];
  1656. showQueue->Bool() = true;
  1657. queue->activate();
  1658. if(!queue->embedded)
  1659. {
  1660. moveBy(Point(0, +queue->pos.h / 2));
  1661. GH.totalRedraw();
  1662. }
  1663. }
  1664. void CBattleInterface::blockUI(bool on)
  1665. {
  1666. ESpellCastProblem::ESpellCastProblem spellcastingProblem;
  1667. bool canCastSpells = curInt->cb->battleCanCastSpell(&spellcastingProblem);
  1668. bool canWait = activeStack ? !activeStack->waited() : false;
  1669. bOptions->block(on);
  1670. bFlee->block(on || !curInt->cb->battleCanFlee());
  1671. bSurrender->block(on || curInt->cb->battleGetSurrenderCost() < 0);
  1672. // never block autofight button
  1673. //FIXME: is that correct?
  1674. bAutofight->block(false); //curInt->isAutoFightOn
  1675. if(tacticsMode && btactEnd && btactNext)
  1676. {
  1677. btactNext->block(on);
  1678. btactEnd->block(on);
  1679. }
  1680. else
  1681. {
  1682. bConsoleUp->block(on);
  1683. bConsoleDown->block(on);
  1684. }
  1685. //if magic is blocked, we leave button active, so the message can be displayed (cf bug #97)
  1686. bSpell->block(on || (!canCastSpells && spellcastingProblem != ESpellCastProblem::MAGIC_IS_BLOCKED));
  1687. bWait->block(on || tacticsMode || !canWait);
  1688. bDefence->block(on || tacticsMode);
  1689. }
  1690. void CBattleInterface::startAction(const BattleAction* action)
  1691. {
  1692. //setActiveStack(nullptr);
  1693. setHoveredStack(nullptr);
  1694. blockUI(true);
  1695. if(action->actionType == Battle::END_TACTIC_PHASE)
  1696. {
  1697. SDL_FreeSurface(menu);
  1698. menu = BitmapHandler::loadBitmap("CBAR.bmp");
  1699. graphics->blueToPlayersAdv(menu, curInt->playerID);
  1700. return;
  1701. }
  1702. const CStack *stack = curInt->cb->battleGetStackByID(action->stackNumber);
  1703. if(stack)
  1704. {
  1705. queue->update();
  1706. }
  1707. else
  1708. {
  1709. assert(action->actionType == Battle::HERO_SPELL); //only cast spell is valid action without acting stack number
  1710. }
  1711. if(action->actionType == Battle::WALK
  1712. || (action->actionType == Battle::WALK_AND_ATTACK && action->destinationTile != stack->position))
  1713. {
  1714. moveStarted = true;
  1715. if(creAnims[action->stackNumber]->framesInGroup(CCreatureAnim::MOVE_START))
  1716. {
  1717. const CStack * stack = curInt->cb->battleGetStackByID(action->stackNumber);
  1718. pendingAnims.push_back(std::make_pair(new CMovementStartAnimation(this, stack), false));
  1719. }
  1720. }
  1721. redraw(); // redraw after deactivation, including proper handling of hovered hexes
  1722. char txt[400];
  1723. if (action->actionType == Battle::HERO_SPELL) //when hero casts spell
  1724. {
  1725. if(action->side)
  1726. defendingHero->setPhase(4);
  1727. else
  1728. attackingHero->setPhase(4);
  1729. return;
  1730. }
  1731. if(!stack)
  1732. {
  1733. logGlobal->errorStream()<<"Something wrong with stackNumber in actionStarted. Stack number: "<<action->stackNumber;
  1734. return;
  1735. }
  1736. int txtid = 0;
  1737. switch(action->actionType)
  1738. {
  1739. case Battle::WAIT:
  1740. txtid = 136;
  1741. break;
  1742. case Battle::BAD_MORALE:
  1743. txtid = -34; //negative -> no separate singular/plural form
  1744. displayEffect(30,stack->position);
  1745. CCS->soundh->playSound(soundBase::BADMRLE);
  1746. break;
  1747. }
  1748. if(txtid > 0 && stack->count != 1)
  1749. txtid++; //move to plural text
  1750. else if(txtid < 0)
  1751. txtid = -txtid;
  1752. if(txtid)
  1753. {
  1754. sprintf(txt, CGI->generaltexth->allTexts[txtid].c_str(), (stack->count != 1) ? stack->getCreature()->namePl.c_str() : stack->getCreature()->nameSing.c_str(), 0);
  1755. console->addText(txt);
  1756. }
  1757. //displaying special abilities
  1758. switch (action->actionType)
  1759. {
  1760. case Battle::STACK_HEAL:
  1761. displayEffect(74, action->destinationTile);
  1762. CCS->soundh->playSound(soundBase::REGENER);
  1763. break;
  1764. }
  1765. }
  1766. void CBattleInterface::waitForAnims()
  1767. {
  1768. auto unlockPim = vstd::makeUnlockGuard(*LOCPLINT->pim);
  1769. animsAreDisplayed.waitWhileTrue();
  1770. }
  1771. void CBattleInterface::bEndTacticPhase()
  1772. {
  1773. setActiveStack(nullptr);
  1774. blockUI(true);
  1775. tacticsMode = false;
  1776. }
  1777. static bool immobile(const CStack *s)
  1778. {
  1779. return !s->Speed(0, true); //should bound stacks be immobile?
  1780. }
  1781. void CBattleInterface::bTacticNextStack(const CStack *current /*= nullptr*/)
  1782. {
  1783. if(!current)
  1784. current = activeStack;
  1785. //no switching stacks when the current one is moving
  1786. waitForAnims();
  1787. TStacks stacksOfMine = tacticianInterface->cb->battleGetStacks(CBattleCallback::ONLY_MINE);
  1788. stacksOfMine.erase(std::remove_if(stacksOfMine.begin(), stacksOfMine.end(), &immobile), stacksOfMine.end());
  1789. auto it = vstd::find(stacksOfMine, current);
  1790. if(it != stacksOfMine.end() && ++it != stacksOfMine.end())
  1791. stackActivated(*it);
  1792. else
  1793. stackActivated(stacksOfMine.front());
  1794. }
  1795. CBattleInterface::PossibleActions CBattleInterface::selectionTypeByPositiveness(const CSpell & spell)
  1796. {
  1797. switch(spell.positiveness)
  1798. {
  1799. case CSpell::NEGATIVE :
  1800. return HOSTILE_CREATURE_SPELL;
  1801. case CSpell::NEUTRAL:
  1802. return ANY_CREATURE;
  1803. case CSpell::POSITIVE:
  1804. return FRIENDLY_CREATURE_SPELL;
  1805. }
  1806. assert(0);
  1807. return NO_LOCATION; //should never happen
  1808. }
  1809. std::string formatDmgRange(std::pair<ui32, ui32> dmgRange)
  1810. {
  1811. if(dmgRange.first != dmgRange.second)
  1812. return (boost::format("%d - %d") % dmgRange.first % dmgRange.second).str();
  1813. else
  1814. return (boost::format("%d") % dmgRange.first).str();
  1815. }
  1816. bool CBattleInterface::canStackMoveHere (const CStack * activeStack, BattleHex myNumber)
  1817. {
  1818. std::vector<BattleHex> acc = curInt->cb->battleGetAvailableHexes (activeStack, false);
  1819. int shiftedDest = myNumber + (activeStack->attackerOwned ? 1 : -1);
  1820. if (vstd::contains(acc, myNumber))
  1821. return true;
  1822. else if (activeStack->doubleWide() && vstd::contains(acc, shiftedDest))
  1823. return true;
  1824. else
  1825. return false;
  1826. }
  1827. void CBattleInterface::handleHex(BattleHex myNumber, int eventType)
  1828. {
  1829. if(!myTurn) //we are not permit to do anything
  1830. return;
  1831. // This function handles mouse move over hexes and l-clicking on them.
  1832. // First we decide what happens if player clicks on this hex and set appropriately
  1833. // consoleMsg, cursorFrame/Type and prepare lambda realizeAction.
  1834. //
  1835. // Then, depending whether it was hover/click we either call the action or set tooltip/cursor.
  1836. //used when hovering -> tooltip message and cursor to be set
  1837. std::string consoleMsg;
  1838. bool setCursor = true; //if we want to suppress setting cursor
  1839. ECursor::ECursorTypes cursorType = ECursor::COMBAT;
  1840. int cursorFrame = ECursor::COMBAT_POINTER; //TODO: is this line used?
  1841. //used when l-clicking -> action to be called upon the click
  1842. std::function<void()> realizeAction;
  1843. const CStack * const sactive = activeStack;
  1844. //Get stack on the hex - first try to grab the alive one, if not found -> allow dead stacks.
  1845. const CStack *shere = curInt->cb->battleGetStackByPos(myNumber, true);
  1846. if(!shere)
  1847. shere = curInt->cb->battleGetStackByPos(myNumber, false);
  1848. if (!sactive)
  1849. return;
  1850. bool ourStack = false;
  1851. if (shere)
  1852. ourStack = shere->owner == curInt->playerID;
  1853. //stack changed, update selection border
  1854. if (shere != mouseHoveredStack)
  1855. {
  1856. setHoveredStack(shere);
  1857. }
  1858. localActions.clear();
  1859. illegalActions.clear();
  1860. for (PossibleActions action : possibleActions)
  1861. {
  1862. bool legalAction = false; //this action is legal and can be performed
  1863. bool notLegal = false; //this action is not legal and should display message
  1864. switch (action)
  1865. {
  1866. case CHOOSE_TACTICS_STACK:
  1867. if (shere && ourStack)
  1868. legalAction = true;
  1869. break;
  1870. case MOVE_TACTICS:
  1871. case MOVE_STACK:
  1872. {
  1873. if (!(shere && shere->alive())) //we can walk on dead stacks
  1874. {
  1875. if (canStackMoveHere (sactive, myNumber))
  1876. legalAction = true;
  1877. }
  1878. break;
  1879. }
  1880. case ATTACK:
  1881. case WALK_AND_ATTACK:
  1882. case ATTACK_AND_RETURN:
  1883. {
  1884. if (shere && !ourStack && shere->alive())
  1885. {
  1886. if (isTileAttackable(myNumber))
  1887. {
  1888. setBattleCursor(myNumber); // temporary - needed for following function :(
  1889. BattleHex attackFromHex = fromWhichHexAttack(myNumber);
  1890. if (attackFromHex >= 0) //we can be in this line when unreachable creature is L - clicked (as of revision 1308)
  1891. legalAction = true;
  1892. }
  1893. }
  1894. }
  1895. break;
  1896. case SHOOT:
  1897. if(curInt->cb->battleCanShoot (activeStack, myNumber))
  1898. legalAction = true;
  1899. break;
  1900. case ANY_LOCATION:
  1901. if (myNumber > -1) //TODO: this should be checked for all actions
  1902. {
  1903. creatureCasting = stackCanCastSpell && !spellDestSelectMode; //as isCastingPossibleHere is not called
  1904. legalAction = true;
  1905. }
  1906. break;
  1907. case HOSTILE_CREATURE_SPELL:
  1908. if (shere && shere->alive() && !ourStack && isCastingPossibleHere (sactive, shere, myNumber))
  1909. legalAction = true;
  1910. break;
  1911. case FRIENDLY_CREATURE_SPELL:
  1912. {
  1913. if (isCastingPossibleHere (sactive, shere, myNumber)) //need to be called before sp is determined
  1914. {
  1915. bool rise = false; //TODO: can you imagine rising hostile creatures?
  1916. sp = CGI->spellh->spells[creatureCasting ? creatureSpellToCast : spellToCast->additionalInfo];
  1917. if (sp && sp->isRisingSpell())
  1918. rise = true;
  1919. if (shere && (shere->alive() || rise) && ourStack)
  1920. legalAction = true;
  1921. }
  1922. break;
  1923. }
  1924. case RANDOM_GENIE_SPELL:
  1925. {
  1926. if (shere && ourStack && shere != sactive) //only positive spells for other allied creatures
  1927. {
  1928. int spellID = curInt->cb->battleGetRandomStackSpell(shere, CBattleInfoCallback::RANDOM_GENIE);
  1929. if (spellID > -1)
  1930. {
  1931. legalAction = true;
  1932. }
  1933. }
  1934. }
  1935. break;
  1936. case OBSTACLE:
  1937. if (isCastingPossibleHere (sactive, shere, myNumber))
  1938. legalAction = true;
  1939. break;
  1940. case TELEPORT:
  1941. {
  1942. ui8 skill = 0;
  1943. if (creatureCasting)
  1944. skill = sactive->valOfBonuses(Selector::typeSubtype(Bonus::SPELLCASTER, SpellID::TELEPORT));
  1945. else
  1946. skill = getActiveHero()->getSpellSchoolLevel (CGI->spellh->spells[spellToCast->additionalInfo]);
  1947. //TODO: explicitely save power, skill
  1948. if (curInt->cb->battleCanTeleportTo(selectedStack, myNumber, skill))
  1949. legalAction = true;
  1950. else
  1951. notLegal = true;
  1952. }
  1953. break;
  1954. case SACRIFICE: //choose our living stack to sacrifice
  1955. if (shere && shere != selectedStack && ourStack && shere->alive())
  1956. legalAction = true;
  1957. else
  1958. notLegal = true;
  1959. break;
  1960. case FREE_LOCATION:
  1961. {
  1962. ui8 side = curInt->cb->battleGetMySide();
  1963. auto hero = curInt->cb->battleGetMyHero();
  1964. assert(!creatureCasting); //we assume hero casts this spell
  1965. assert(hero);
  1966. legalAction = true;
  1967. bool hexesOutsideBattlefield = false;
  1968. auto tilesThatMustBeClear = sp->rangeInHexes(myNumber, hero->getSpellSchoolLevel(sp), side, &hexesOutsideBattlefield);
  1969. for(BattleHex hex : tilesThatMustBeClear)
  1970. {
  1971. if(curInt->cb->battleGetStackByPos(hex, false) || !!curInt->cb->battleGetObstacleOnPos(hex, false)
  1972. || !hex.isAvailable())
  1973. {
  1974. legalAction = false;
  1975. notLegal = true;
  1976. }
  1977. }
  1978. if(hexesOutsideBattlefield)
  1979. {
  1980. legalAction = false;
  1981. notLegal = true;
  1982. }
  1983. }
  1984. break;
  1985. case CATAPULT:
  1986. if (isCatapultAttackable(myNumber))
  1987. legalAction = true;
  1988. break;
  1989. case HEAL:
  1990. if (shere && ourStack && shere->canBeHealed())
  1991. legalAction = true;
  1992. break;
  1993. case RISE_DEMONS:
  1994. if (shere && ourStack && !shere->alive())
  1995. legalAction = true;
  1996. break;
  1997. }
  1998. if (legalAction)
  1999. localActions.push_back (action);
  2000. else if (notLegal)
  2001. illegalActions.push_back (action);
  2002. }
  2003. illegalAction = INVALID; //clear it in first place
  2004. if (vstd::contains(localActions, selectedAction)) //try to use last selected action by default
  2005. currentAction = selectedAction;
  2006. else if (localActions.size()) //if not possible, select first avaliable action 9they are sorted by suggested priority)
  2007. currentAction = localActions.front();
  2008. else //no legal action possible
  2009. {
  2010. currentAction = INVALID; //don't allow to do anything
  2011. if (vstd::contains(illegalActions, selectedAction))
  2012. illegalAction = selectedAction;
  2013. else if (illegalActions.size())
  2014. illegalAction = illegalActions.front();
  2015. else if (shere && ourStack && shere->alive()) //last possibility - display info about our creature
  2016. {
  2017. currentAction = CREATURE_INFO;
  2018. }
  2019. else
  2020. illegalAction = INVALID; //we should never be here
  2021. }
  2022. bool isCastingPossible = false;
  2023. bool secondaryTarget = false;
  2024. if (currentAction > INVALID)
  2025. {
  2026. switch (currentAction) //display console message, realize selected action
  2027. {
  2028. case CHOOSE_TACTICS_STACK:
  2029. consoleMsg = (boost::format(CGI->generaltexth->allTexts[481]) % shere->getName()).str(); //Select %s
  2030. realizeAction = [=]{ stackActivated(shere); };
  2031. break;
  2032. case MOVE_TACTICS:
  2033. case MOVE_STACK:
  2034. if (activeStack->hasBonusOfType(Bonus::FLYING))
  2035. {
  2036. cursorFrame = ECursor::COMBAT_FLY;
  2037. consoleMsg = (boost::format(CGI->generaltexth->allTexts[295]) % activeStack->getName()).str(); //Fly %s here
  2038. }
  2039. else
  2040. {
  2041. cursorFrame = ECursor::COMBAT_MOVE;
  2042. consoleMsg = (boost::format(CGI->generaltexth->allTexts[294]) % activeStack->getName()).str(); //Move %s here
  2043. }
  2044. realizeAction = [=]
  2045. {
  2046. if (activeStack->doubleWide())
  2047. {
  2048. std::vector<BattleHex> acc = curInt->cb->battleGetAvailableHexes(activeStack, false);
  2049. int shiftedDest = myNumber + (activeStack->attackerOwned ? 1 : -1);
  2050. if(vstd::contains(acc, myNumber))
  2051. giveCommand (Battle::WALK ,myNumber, activeStack->ID);
  2052. else if(vstd::contains(acc, shiftedDest))
  2053. giveCommand (Battle::WALK, shiftedDest, activeStack->ID);
  2054. }
  2055. else
  2056. {
  2057. giveCommand (Battle::WALK, myNumber, activeStack->ID);
  2058. }
  2059. };
  2060. break;
  2061. case ATTACK:
  2062. case WALK_AND_ATTACK:
  2063. case ATTACK_AND_RETURN: //TODO: allow to disable return
  2064. {
  2065. setBattleCursor(myNumber); //handle direction of cursor and attackable tile
  2066. setCursor = false; //don't overwrite settings from the call above //TODO: what does it mean?
  2067. realizeAction = [=]
  2068. {
  2069. BattleHex attackFromHex = fromWhichHexAttack(myNumber);
  2070. if (attackFromHex >= 0) //we can be in this line when unreachable creature is L - clicked (as of revision 1308)
  2071. {
  2072. giveCommand(Battle::WALK_AND_ATTACK, attackFromHex, activeStack->ID, myNumber);
  2073. }
  2074. };
  2075. std::string estDmgText = formatDmgRange(curInt->cb->battleEstimateDamage(sactive, shere)); //calculating estimated dmg
  2076. consoleMsg = (boost::format(CGI->generaltexth->allTexts[36]) % shere->getName() % estDmgText).str(); //Attack %s (%s damage)
  2077. }
  2078. break;
  2079. case SHOOT:
  2080. {
  2081. if(curInt->cb->battleHasShootingPenalty(activeStack, myNumber))
  2082. cursorFrame = ECursor::COMBAT_SHOOT_PENALTY;
  2083. else
  2084. cursorFrame = ECursor::COMBAT_SHOOT;
  2085. realizeAction = [=] {giveCommand(Battle::SHOOT, myNumber, activeStack->ID);};
  2086. std::string estDmgText = formatDmgRange(curInt->cb->battleEstimateDamage(sactive, shere)); //calculating estimated dmg
  2087. //printing - Shoot %s (%d shots left, %s damage)
  2088. consoleMsg = (boost::format(CGI->generaltexth->allTexts[296]) % shere->getName() % sactive->shots % estDmgText).str();
  2089. }
  2090. break;
  2091. case HOSTILE_CREATURE_SPELL:
  2092. case FRIENDLY_CREATURE_SPELL:
  2093. sp = CGI->spellh->spells[creatureCasting ? creatureSpellToCast : spellToCast->additionalInfo]; //necessary if creature has random Genie spell at same time
  2094. consoleMsg = boost::str(boost::format(CGI->generaltexth->allTexts[27]) % sp->name % shere->getName()); //Cast %s on %s
  2095. switch (sp->id)
  2096. {
  2097. case SpellID::SACRIFICE:
  2098. case SpellID::TELEPORT:
  2099. selectedStack = shere; //remember first target
  2100. secondaryTarget = true;
  2101. break;
  2102. }
  2103. isCastingPossible = true;
  2104. break;
  2105. case ANY_LOCATION:
  2106. sp = CGI->spellh->spells[creatureCasting ? creatureSpellToCast : spellToCast->additionalInfo]; //necessary if creature has random Genie spell at same time
  2107. consoleMsg = boost::str(boost::format(CGI->generaltexth->allTexts[26]) % sp->name); //Cast %s
  2108. isCastingPossible = true;
  2109. break;
  2110. case RANDOM_GENIE_SPELL: //we assume that teleport / sacrifice will never be avaliable as random spell
  2111. sp = nullptr;
  2112. consoleMsg = boost::str(boost::format(CGI->generaltexth->allTexts[301]) % shere->getName()); //Cast a spell on %
  2113. creatureCasting = true;
  2114. isCastingPossible = true;
  2115. break;
  2116. case TELEPORT:
  2117. consoleMsg = CGI->generaltexth->allTexts[25]; //Teleport Here
  2118. cursorFrame = ECursor::COMBAT_TELEPORT;
  2119. isCastingPossible = true;
  2120. break;
  2121. case OBSTACLE:
  2122. consoleMsg = CGI->generaltexth->allTexts[550];
  2123. //TODO: remove obstacle cursor
  2124. isCastingPossible = true;
  2125. break;
  2126. case SACRIFICE:
  2127. consoleMsg = (boost::format(CGI->generaltexth->allTexts[549]) % shere->getName()).str(); //sacrifice the %s
  2128. cursorFrame = ECursor::COMBAT_SACRIFICE;
  2129. spellToCast->selectedStack = shere->ID; //sacrificed creature is selected
  2130. isCastingPossible = true;
  2131. break;
  2132. case FREE_LOCATION:
  2133. //cursorFrame = ECursor::SPELLBOOK;
  2134. consoleMsg = boost::str(boost::format(CGI->generaltexth->allTexts[26]) % sp->name); //Cast %s
  2135. isCastingPossible = true;
  2136. break;
  2137. case HEAL:
  2138. cursorFrame = ECursor::COMBAT_HEAL;
  2139. consoleMsg = (boost::format(CGI->generaltexth->allTexts[419]) % shere->getName()).str(); //Apply first aid to the %s
  2140. realizeAction = [=]{ giveCommand(Battle::STACK_HEAL, myNumber, activeStack->ID); }; //command healing
  2141. break;
  2142. case RISE_DEMONS:
  2143. cursorType = ECursor::SPELLBOOK;
  2144. realizeAction = [=]{ giveCommand(Battle::DAEMON_SUMMONING, myNumber, activeStack->ID); };
  2145. break;
  2146. case CATAPULT:
  2147. cursorFrame = ECursor::COMBAT_SHOOT_CATAPULT;
  2148. realizeAction = [=]{ giveCommand(Battle::CATAPULT, myNumber, activeStack->ID); };
  2149. break;
  2150. case CREATURE_INFO:
  2151. {
  2152. cursorFrame = ECursor::COMBAT_QUERY;
  2153. consoleMsg = (boost::format(CGI->generaltexth->allTexts[297]) % shere->getName()).str();
  2154. realizeAction = [=]{ GH.pushInt(createCreWindow(shere, true)); };
  2155. break;
  2156. }
  2157. }
  2158. }
  2159. else //no possible valid action, display message
  2160. {
  2161. switch (illegalAction)
  2162. {
  2163. case HOSTILE_CREATURE_SPELL:
  2164. case FRIENDLY_CREATURE_SPELL:
  2165. case RANDOM_GENIE_SPELL:
  2166. cursorFrame = ECursor::COMBAT_BLOCKED;
  2167. consoleMsg = CGI->generaltexth->allTexts[23];
  2168. break;
  2169. case TELEPORT:
  2170. cursorFrame = ECursor::COMBAT_BLOCKED;
  2171. consoleMsg = CGI->generaltexth->allTexts[24]; //Invalid Teleport Destination
  2172. break;
  2173. case SACRIFICE:
  2174. consoleMsg = CGI->generaltexth->allTexts[543]; //choose army to sacrifice
  2175. break;
  2176. case FREE_LOCATION:
  2177. cursorFrame = ECursor::COMBAT_BLOCKED;
  2178. consoleMsg = boost::str(boost::format(CGI->generaltexth->allTexts[181]) % sp->name); //No room to place %s here
  2179. break;
  2180. default:
  2181. if (myNumber == -1)
  2182. CCS->curh->changeGraphic(ECursor::COMBAT, ECursor::COMBAT_POINTER); //set neutral cursor over menu etc.
  2183. else
  2184. cursorFrame = ECursor::COMBAT_BLOCKED;
  2185. break;
  2186. }
  2187. }
  2188. if (isCastingPossible) //common part
  2189. {
  2190. switch (currentAction) //don't use that with teleport / sacrifice
  2191. {
  2192. case TELEPORT: //FIXME: more generic solution?
  2193. case SACRIFICE:
  2194. break;
  2195. default:
  2196. cursorType = ECursor::SPELLBOOK;
  2197. cursorFrame = 0;
  2198. if(consoleMsg.empty() && sp)
  2199. consoleMsg = boost::str(boost::format(CGI->generaltexth->allTexts[26]) % sp->name); //Cast %s
  2200. break;
  2201. }
  2202. realizeAction = [=]
  2203. {
  2204. if (secondaryTarget) //select that target now
  2205. {
  2206. possibleActions.clear();
  2207. switch (sp->id.toEnum())
  2208. {
  2209. case SpellID::TELEPORT: //don't cast spell yet, only select target
  2210. possibleActions.push_back (TELEPORT);
  2211. spellToCast->selectedStack = selectedStack->ID;
  2212. break;
  2213. case SpellID::SACRIFICE:
  2214. possibleActions.push_back (SACRIFICE);
  2215. break;
  2216. }
  2217. }
  2218. else
  2219. {
  2220. if(creatureCasting)
  2221. {
  2222. if (sp)
  2223. {
  2224. giveCommand(Battle::MONSTER_SPELL, myNumber, sactive->ID, creatureSpellToCast);
  2225. }
  2226. else //unknown random spell
  2227. {
  2228. giveCommand(Battle::MONSTER_SPELL, myNumber, sactive->ID, curInt->cb->battleGetRandomStackSpell(shere, CBattleInfoCallback::RANDOM_GENIE));
  2229. }
  2230. }
  2231. else
  2232. {
  2233. assert (sp);
  2234. switch (sp->id.toEnum())
  2235. {
  2236. case SpellID::SACRIFICE:
  2237. spellToCast->destinationTile = selectedStack->position; //cast on first creature that will be resurrected
  2238. break;
  2239. default:
  2240. spellToCast->destinationTile = myNumber;
  2241. break;
  2242. }
  2243. curInt->cb->battleMakeAction(spellToCast);
  2244. endCastingSpell();
  2245. }
  2246. selectedStack = nullptr;
  2247. }
  2248. };
  2249. }
  2250. //helper lambda that appropriately realizes action / sets cursor and tooltip
  2251. auto realizeThingsToDo = [&]()
  2252. {
  2253. if(eventType == MOVE)
  2254. {
  2255. if(setCursor)
  2256. CCS->curh->changeGraphic(cursorType, cursorFrame);
  2257. this->console->alterText(consoleMsg);
  2258. this->console->whoSetAlter = 0;
  2259. }
  2260. if(eventType == LCLICK && realizeAction)
  2261. {
  2262. //opening creature window shouldn't affect myTurn...
  2263. if ((currentAction != CREATURE_INFO) && !secondaryTarget)
  2264. {
  2265. myTurn = false; //tends to crash with empty calls
  2266. }
  2267. realizeAction();
  2268. if (!secondaryTarget) //do not replace teleport or sacrifice cursor
  2269. CCS->curh->changeGraphic(ECursor::COMBAT, ECursor::COMBAT_POINTER);
  2270. this->console->alterText("");
  2271. }
  2272. };
  2273. realizeThingsToDo();
  2274. }
  2275. bool CBattleInterface::isCastingPossibleHere (const CStack * sactive, const CStack * shere, BattleHex myNumber)
  2276. {
  2277. creatureCasting = stackCanCastSpell && !spellDestSelectMode; //TODO: allow creatures to cast aimed spells
  2278. bool isCastingPossible = true;
  2279. int spellID = -1;
  2280. if (creatureCasting)
  2281. {
  2282. if (creatureSpellToCast > -1 && (shere != sactive)) //can't cast on itself
  2283. spellID = creatureSpellToCast; //TODO: merge with SpellTocast?
  2284. }
  2285. else //hero casting
  2286. spellID = spellToCast->additionalInfo;
  2287. sp = nullptr;
  2288. if (spellID >= 0)
  2289. sp = CGI->spellh->spells[spellID];
  2290. if (sp)
  2291. {
  2292. if (creatureCasting)
  2293. isCastingPossible = (curInt->cb->battleCanCreatureCastThisSpell (sp, myNumber) == ESpellCastProblem::OK);
  2294. else
  2295. isCastingPossible = (curInt->cb->battleCanCastThisSpell (sp, myNumber) == ESpellCastProblem::OK);
  2296. }
  2297. if(!myNumber.isAvailable() && !shere) //empty tile outside battlefield (or in the unavailable border column)
  2298. isCastingPossible = false;
  2299. return isCastingPossible;
  2300. }
  2301. BattleHex CBattleInterface::fromWhichHexAttack(BattleHex myNumber)
  2302. {
  2303. //TODO far too much repeating code
  2304. BattleHex destHex = -1;
  2305. switch(CCS->curh->frame)
  2306. {
  2307. case 12: //from bottom right
  2308. {
  2309. bool doubleWide = activeStack->doubleWide();
  2310. destHex = myNumber + ( (myNumber/GameConstants::BFIELD_WIDTH)%2 ? GameConstants::BFIELD_WIDTH : GameConstants::BFIELD_WIDTH+1 ) +
  2311. (activeStack->attackerOwned && doubleWide ? 1 : 0);
  2312. if(vstd::contains(occupyableHexes, destHex))
  2313. return destHex;
  2314. else if(activeStack->attackerOwned) //if we are attacker
  2315. {
  2316. if(vstd::contains(occupyableHexes, destHex+1))
  2317. return destHex+1;
  2318. }
  2319. else //if we are defender
  2320. {
  2321. if(vstd::contains(occupyableHexes, destHex-1))
  2322. return destHex-1;
  2323. }
  2324. break;
  2325. }
  2326. case 7: //from bottom left
  2327. {
  2328. destHex = myNumber + ( (myNumber/GameConstants::BFIELD_WIDTH)%2 ? GameConstants::BFIELD_WIDTH-1 : GameConstants::BFIELD_WIDTH );
  2329. if(vstd::contains(occupyableHexes, destHex))
  2330. return destHex;
  2331. else if(activeStack->attackerOwned) //if we are attacker
  2332. {
  2333. if(vstd::contains(occupyableHexes, destHex+1))
  2334. return destHex+1;
  2335. }
  2336. else //if we are defender
  2337. {
  2338. if(vstd::contains(occupyableHexes, destHex-1))
  2339. return destHex-1;
  2340. }
  2341. break;
  2342. }
  2343. case 8: //from left
  2344. {
  2345. if(activeStack->doubleWide() && !activeStack->attackerOwned)
  2346. {
  2347. std::vector<BattleHex> acc = curInt->cb->battleGetAvailableHexes(activeStack, false);
  2348. if(vstd::contains(acc, myNumber))
  2349. return myNumber - 1;
  2350. else
  2351. return myNumber - 2;
  2352. }
  2353. else
  2354. {
  2355. return myNumber - 1;
  2356. }
  2357. break;
  2358. }
  2359. case 9: //from top left
  2360. {
  2361. destHex = myNumber - ( (myNumber/GameConstants::BFIELD_WIDTH)%2 ? GameConstants::BFIELD_WIDTH+1 : GameConstants::BFIELD_WIDTH );
  2362. if(vstd::contains(occupyableHexes, destHex))
  2363. return destHex;
  2364. else if(activeStack->attackerOwned) //if we are attacker
  2365. {
  2366. if(vstd::contains(occupyableHexes, destHex+1))
  2367. return destHex+1;
  2368. }
  2369. else //if we are defender
  2370. {
  2371. if(vstd::contains(occupyableHexes, destHex-1))
  2372. return destHex-1;
  2373. }
  2374. break;
  2375. }
  2376. case 10: //from top right
  2377. {
  2378. bool doubleWide = activeStack->doubleWide();
  2379. destHex = myNumber - ( (myNumber/GameConstants::BFIELD_WIDTH)%2 ? GameConstants::BFIELD_WIDTH : GameConstants::BFIELD_WIDTH-1 ) +
  2380. (activeStack->attackerOwned && doubleWide ? 1 : 0);
  2381. if(vstd::contains(occupyableHexes, destHex))
  2382. return destHex;
  2383. else if(activeStack->attackerOwned) //if we are attacker
  2384. {
  2385. if(vstd::contains(occupyableHexes, destHex+1))
  2386. return destHex+1;
  2387. }
  2388. else //if we are defender
  2389. {
  2390. if(vstd::contains(occupyableHexes, destHex-1))
  2391. return destHex-1;
  2392. }
  2393. break;
  2394. }
  2395. case 11: //from right
  2396. {
  2397. if(activeStack->doubleWide() && activeStack->attackerOwned)
  2398. {
  2399. std::vector<BattleHex> acc = curInt->cb->battleGetAvailableHexes(activeStack, false);
  2400. if(vstd::contains(acc, myNumber))
  2401. return myNumber + 1;
  2402. else
  2403. return myNumber + 2;
  2404. }
  2405. else
  2406. {
  2407. return myNumber + 1;
  2408. }
  2409. break;
  2410. }
  2411. case 13: //from bottom
  2412. {
  2413. destHex = myNumber + ( (myNumber/GameConstants::BFIELD_WIDTH)%2 ? GameConstants::BFIELD_WIDTH : GameConstants::BFIELD_WIDTH+1 );
  2414. if(vstd::contains(occupyableHexes, destHex))
  2415. return destHex;
  2416. else if(attackingHeroInstance->tempOwner == curInt->cb->getMyColor()) //if we are attacker
  2417. {
  2418. if(vstd::contains(occupyableHexes, destHex+1))
  2419. return destHex+1;
  2420. }
  2421. else //if we are defender
  2422. {
  2423. if(vstd::contains(occupyableHexes, destHex-1))
  2424. return destHex-1;
  2425. }
  2426. break;
  2427. }
  2428. case 14: //from top
  2429. {
  2430. destHex = myNumber - ( (myNumber/GameConstants::BFIELD_WIDTH)%2 ? GameConstants::BFIELD_WIDTH : GameConstants::BFIELD_WIDTH-1 );
  2431. if(vstd::contains(occupyableHexes, destHex))
  2432. return destHex;
  2433. else if(attackingHeroInstance->tempOwner == curInt->cb->getMyColor()) //if we are attacker
  2434. {
  2435. if(vstd::contains(occupyableHexes, destHex+1))
  2436. return destHex+1;
  2437. }
  2438. else //if we are defender
  2439. {
  2440. if(vstd::contains(occupyableHexes, destHex-1))
  2441. return destHex-1;
  2442. }
  2443. break;
  2444. }
  2445. }
  2446. return -1;
  2447. }
  2448. Rect CBattleInterface::hexPosition(BattleHex hex) const
  2449. {
  2450. int x = 14 + ((hex.getY())%2==0 ? 22 : 0) + 44*hex.getX() + pos.x;
  2451. int y = 86 + 42 * hex.getY() + pos.y;
  2452. int w = cellShade->w;
  2453. int h = cellShade->h;
  2454. return Rect(x, y, w, h);
  2455. }
  2456. void CBattleInterface::obstaclePlaced(const CObstacleInstance & oi)
  2457. {
  2458. //so when multiple obstacles are added, they show up one after another
  2459. waitForAnims();
  2460. int effectID = -1;
  2461. soundBase::soundID sound = soundBase::invalid;//FIXME: variable set but unused. Missing soundh->playSound()?
  2462. std::string defname;
  2463. switch(oi.obstacleType)
  2464. {
  2465. case CObstacleInstance::QUICKSAND:
  2466. effectID = 55;
  2467. sound = soundBase::QUIKSAND;
  2468. break;
  2469. case CObstacleInstance::LAND_MINE:
  2470. effectID = 47;
  2471. sound = soundBase::LANDMINE;
  2472. break;
  2473. case CObstacleInstance::FORCE_FIELD:
  2474. {
  2475. auto &spellObstacle = dynamic_cast<const SpellCreatedObstacle&>(oi);
  2476. if(spellObstacle.casterSide)
  2477. {
  2478. if(oi.getAffectedTiles().size() < 3)
  2479. defname = "C15SPE0.DEF"; //TODO cannot find def for 2-hex force field \ appearing
  2480. else
  2481. defname = "C15SPE6.DEF";
  2482. }
  2483. else
  2484. {
  2485. if(oi.getAffectedTiles().size() < 3)
  2486. defname = "C15SPE0.DEF";
  2487. else
  2488. defname = "C15SPE9.DEF";
  2489. }
  2490. }
  2491. sound = soundBase::FORCEFLD;
  2492. break;
  2493. case CObstacleInstance::FIRE_WALL:
  2494. if(oi.getAffectedTiles().size() < 3)
  2495. effectID = 43; //small fire wall appearing
  2496. else
  2497. effectID = 44; //and the big one
  2498. sound = soundBase::fireWall;
  2499. break;
  2500. default:
  2501. logGlobal->errorStream() << "I don't know how to animate appearing obstacle of type " << (int)oi.obstacleType;
  2502. return;
  2503. }
  2504. if(graphics->battleACToDef[effectID].empty())
  2505. {
  2506. logGlobal->errorStream() << "Cannot find def for effect type " << effectID;
  2507. return;
  2508. }
  2509. if(defname.empty() && effectID >= 0)
  2510. defname = graphics->battleACToDef[effectID].front();
  2511. assert(!defname.empty());
  2512. //we assume here that effect graphics have the same size as the usual obstacle image
  2513. // -> if we know how to blit obstacle, let's blit the effect in the same place
  2514. Point whereTo = getObstaclePosition(getObstacleImage(oi), oi);
  2515. addNewAnim(new CSpellEffectAnimation(this, defname, whereTo.x, whereTo.y));
  2516. //TODO we need to wait after playing sound till it's finished, otherwise it overlaps and sounds really bad
  2517. //CCS->soundh->playSound(sound);
  2518. }
  2519. const CGHeroInstance * CBattleInterface::currentHero() const
  2520. {
  2521. if(attackingHeroInstance->tempOwner == curInt->playerID)
  2522. return attackingHeroInstance;
  2523. else
  2524. return defendingHeroInstance;
  2525. }
  2526. InfoAboutHero CBattleInterface::enemyHero() const
  2527. {
  2528. InfoAboutHero ret;
  2529. if(attackingHeroInstance->tempOwner == curInt->playerID)
  2530. curInt->cb->getHeroInfo(defendingHeroInstance, ret);
  2531. else
  2532. curInt->cb->getHeroInfo(attackingHeroInstance, ret);
  2533. return ret;
  2534. }
  2535. void CBattleInterface::requestAutofightingAIToTakeAction()
  2536. {
  2537. assert(curInt->isAutoFightOn);
  2538. boost::thread aiThread([&]
  2539. {
  2540. auto ba = new BattleAction(curInt->autofightingAI->activeStack(activeStack));
  2541. if(curInt->isAutoFightOn)
  2542. {
  2543. givenCommand->setn(ba);
  2544. }
  2545. else
  2546. {
  2547. delete ba;
  2548. boost::unique_lock<boost::recursive_mutex> un(*LOCPLINT->pim);
  2549. activateStack();
  2550. }
  2551. });
  2552. aiThread.detach();
  2553. }
  2554. CBattleInterface::SiegeHelper::SiegeHelper(const CGTownInstance *siegeTown, const CBattleInterface * _owner)
  2555. : owner(_owner), town(siegeTown)
  2556. {
  2557. for(int g = 0; g < ARRAY_COUNT(walls); ++g)
  2558. {
  2559. walls[g] = BitmapHandler::loadBitmap( getSiegeName(g) );
  2560. }
  2561. }
  2562. CBattleInterface::SiegeHelper::~SiegeHelper()
  2563. {
  2564. for(auto & elem : walls)
  2565. {
  2566. SDL_FreeSurface(elem);
  2567. }
  2568. }
  2569. std::string CBattleInterface::SiegeHelper::getSiegeName(ui16 what) const
  2570. {
  2571. return getSiegeName(what, EWallState::INTACT);
  2572. }
  2573. std::string CBattleInterface::SiegeHelper::getSiegeName(ui16 what, int state) const
  2574. {
  2575. auto getImageIndex = [&]() -> int
  2576. {
  2577. switch (state)
  2578. {
  2579. case EWallState::INTACT : return 1;
  2580. case EWallState::DAMAGED : return 2;
  2581. case EWallState::DESTROYED :
  2582. if(what == 2 || what == 3 || what == 8) // towers don't have separate image here
  2583. return 2;
  2584. else
  2585. return 3;
  2586. }
  2587. return 1;
  2588. };
  2589. const std::string & prefix = town->town->clientInfo.siegePrefix;
  2590. std::string addit = boost::lexical_cast<std::string>(getImageIndex());
  2591. switch(what)
  2592. {
  2593. case 0: //background
  2594. return prefix + "BACK.BMP";
  2595. case 1: //background wall
  2596. {
  2597. switch(town->town->faction->index)
  2598. {
  2599. case 5: case 4: case 1: case 6:
  2600. return prefix + "TPW1.BMP";
  2601. default:
  2602. return prefix + "TPWL.BMP";
  2603. }
  2604. }
  2605. case 2: //keep
  2606. return prefix + "MAN" + addit + ".BMP";
  2607. case 3: //bottom tower
  2608. return prefix + "TW1" + addit + ".BMP";
  2609. case 4: //bottom wall
  2610. return prefix + "WA1" + addit + ".BMP";
  2611. case 5: //below gate
  2612. return prefix + "WA3" + addit + ".BMP";
  2613. case 6: //over gate
  2614. return prefix + "WA4" + addit + ".BMP";
  2615. case 7: //upper wall
  2616. return prefix + "WA6" + addit + ".BMP";
  2617. case 8: //upper tower
  2618. return prefix + "TW2" + addit + ".BMP";
  2619. case 9: //gate
  2620. return prefix + "DRW" + addit + ".BMP";
  2621. case 10: //gate arch
  2622. return prefix + "ARCH.BMP";
  2623. case 11: //bottom static wall
  2624. return prefix + "WA2.BMP";
  2625. case 12: //upper static wall
  2626. return prefix + "WA5.BMP";
  2627. case 13: //moat
  2628. return prefix + "MOAT.BMP";
  2629. case 14: //mlip
  2630. return prefix + "MLIP.BMP";
  2631. case 15: //keep creature cover
  2632. return prefix + "MANC.BMP";
  2633. case 16: //bottom turret creature cover
  2634. return prefix + "TW1C.BMP";
  2635. case 17: //upper turret creature cover
  2636. return prefix + "TW2C.BMP";
  2637. default:
  2638. return "";
  2639. }
  2640. }
  2641. /// What: 1. background wall, 2. keep, 3. bottom tower, 4. bottom wall, 5. wall below gate,
  2642. /// 6. wall over gate, 7. upper wall, 8. upper tower, 9. gate, 10. gate arch, 11. bottom static wall, 12. upper static wall, 13. moat, 14. mlip,
  2643. /// 15. keep turret cover, 16. lower turret cover, 17. upper turret cover
  2644. void CBattleInterface::SiegeHelper::printPartOfWall(SDL_Surface * to, int what)
  2645. {
  2646. Point pos = Point(-1, -1);
  2647. auto & ci = owner->siegeH->town->town->clientInfo;
  2648. if (what >= 1 && what <= 17)
  2649. {
  2650. pos.x = ci.siegePositions[what].x + owner->pos.x;
  2651. pos.y = ci.siegePositions[what].y + owner->pos.y;
  2652. }
  2653. if (town->town->faction->index == ETownType::TOWER
  2654. && (what == 13 || what == 14))
  2655. return; // no moat in Tower. TODO: remove hardcode somehow?
  2656. if(pos.x != -1)
  2657. {
  2658. blitAt(walls[what], pos.x, pos.y, to);
  2659. }
  2660. }
  2661. CatapultProjectileInfo::CatapultProjectileInfo(Point from, Point dest)
  2662. {
  2663. facA = 0.005; // seems to be constant
  2664. // system of 2 linear equations, solutions of which are missing coefficients
  2665. // for quadratic equation a*x*x + b*x + c
  2666. double eq[2][3] = {
  2667. { static_cast<double>(from.x), 1.0, from.y - facA*from.x*from.x },
  2668. { static_cast<double>(dest.x), 1.0, dest.y - facA*dest.x*dest.x }
  2669. };
  2670. // solve system via determinants
  2671. double det = eq[0][0] * eq[1][1] - eq[1][0] * eq[0][1];
  2672. double detB = eq[0][2] * eq[1][1] - eq[1][2] * eq[0][1];
  2673. double detC = eq[0][0] * eq[1][2] - eq[1][0] * eq[0][2];
  2674. facB = detB / det;
  2675. facC = detC / det;
  2676. // make sure that parabola is correct e.g. passes through from and dest
  2677. assert(fabs(calculateY(from.x) - from.y) < 1.0);
  2678. assert(fabs(calculateY(dest.x) - dest.y) < 1.0);
  2679. }
  2680. double CatapultProjectileInfo::calculateY(double x)
  2681. {
  2682. return facA * pow(x, 2.0) + facB * x + facC;
  2683. }
  2684. void CBattleInterface::showAll(SDL_Surface * to)
  2685. {
  2686. show(to);
  2687. }
  2688. void CBattleInterface::show(SDL_Surface * to)
  2689. {
  2690. assert(to);
  2691. SDL_Rect buf;
  2692. SDL_GetClipRect(to, &buf);
  2693. SDL_SetClipRect(to, &pos);
  2694. ++animCount;
  2695. showBackground(to);
  2696. showBattlefieldObjects(to);
  2697. showProjectiles(to);
  2698. updateBattleAnimations();
  2699. SDL_SetClipRect(to, &buf); //restoring previous clip_rect
  2700. showInterface(to);
  2701. //activation of next stack
  2702. if(pendingAnims.size() == 0 && stackToActivate != nullptr)
  2703. {
  2704. activateStack();
  2705. //we may have changed active interface (another side in hot-seat),
  2706. // so we can't continue drawing with old setting.
  2707. show(to);
  2708. }
  2709. }
  2710. void CBattleInterface::showBackground(SDL_Surface * to)
  2711. {
  2712. if(activeStack != nullptr && creAnims[activeStack->ID]->isIdle()) //show everything with range
  2713. {
  2714. // FIXME: any *real* reason to keep this separate? Speed difference can't be that big
  2715. blitAt(backgroundWithHexes, pos.x, pos.y, to);
  2716. }
  2717. else
  2718. {
  2719. showBackgroundImage(to);
  2720. showAbsoluteObstacles(to);
  2721. }
  2722. showHighlightedHexes(to);
  2723. }
  2724. void CBattleInterface::showBackgroundImage(SDL_Surface * to)
  2725. {
  2726. blitAt(background, pos.x, pos.y, to);
  2727. if(settings["battle"]["cellBorders"].Bool())
  2728. {
  2729. CSDL_Ext::blit8bppAlphaTo24bpp(cellBorders, nullptr, to, &pos);
  2730. }
  2731. }
  2732. void CBattleInterface::showAbsoluteObstacles(SDL_Surface * to)
  2733. {
  2734. //Blit absolute obstacles
  2735. for(auto &oi : curInt->cb->battleGetAllObstacles())
  2736. if(oi->obstacleType == CObstacleInstance::ABSOLUTE_OBSTACLE)
  2737. blitAt(getObstacleImage(*oi), pos.x + oi->getInfo().width, pos.y + oi->getInfo().height, to);
  2738. if (siegeH && siegeH->town->hasBuilt(BuildingID::CITADEL))
  2739. siegeH->printPartOfWall(to, 14); // show moat background
  2740. }
  2741. void CBattleInterface::showHighlightedHexes(SDL_Surface * to)
  2742. {
  2743. for(int b=0; b<GameConstants::BFIELD_SIZE; ++b)
  2744. {
  2745. if(bfield[b]->strictHovered && bfield[b]->hovered)
  2746. {
  2747. if(previouslyHoveredHex == -1)
  2748. previouslyHoveredHex = b; //something to start with
  2749. if(currentlyHoveredHex == -1)
  2750. currentlyHoveredHex = b; //something to start with
  2751. if(currentlyHoveredHex != b) //repair hover info
  2752. {
  2753. previouslyHoveredHex = currentlyHoveredHex;
  2754. currentlyHoveredHex = b;
  2755. }
  2756. if (settings["battle"]["mouseShadow"].Bool())
  2757. {
  2758. if(spellToCast) //when casting spell
  2759. {
  2760. //calculating spell school level
  2761. const CSpell & spToCast = *CGI->spellh->spells[spellToCast->additionalInfo];
  2762. ui8 schoolLevel = 0;
  2763. auto caster = activeStack->attackerOwned ? attackingHeroInstance : defendingHeroInstance;
  2764. if (caster)
  2765. schoolLevel = caster->getSpellSchoolLevel(&spToCast);
  2766. // printing shaded hex(es)
  2767. auto shaded = spToCast.rangeInHexes(currentlyHoveredHex, schoolLevel, curInt->cb->battleGetMySide());
  2768. for(BattleHex shadedHex : shaded)
  2769. {
  2770. if ((shadedHex.getX() != 0) && (shadedHex.getX() != GameConstants::BFIELD_WIDTH -1))
  2771. showHighlightedHex(to, shadedHex);
  2772. }
  2773. }
  2774. else if (active)//always highlight pointed hex
  2775. {
  2776. if (currentlyHoveredHex.getX() != 0
  2777. && currentlyHoveredHex.getX() != GameConstants::BFIELD_WIDTH - 1)
  2778. showHighlightedHex(to, currentlyHoveredHex);
  2779. }
  2780. }
  2781. }
  2782. }
  2783. if(activeStack && settings["battle"]["stackRange"].Bool())
  2784. {
  2785. std::set<BattleHex> set = curInt->cb->battleGetAttackedHexes(activeStack, currentlyHoveredHex, attackingHex);
  2786. for(BattleHex hex : set)
  2787. showHighlightedHex(to, hex);
  2788. // display the movement shadow of the stack at b (i.e. stack under mouse)
  2789. const CStack * const shere = curInt->cb->battleGetStackByPos(currentlyHoveredHex, false);
  2790. if (shere && shere != activeStack && shere->alive())
  2791. {
  2792. std::vector<BattleHex> v = curInt->cb->battleGetAvailableHexes(shere, true );
  2793. for (BattleHex hex : v)
  2794. showHighlightedHex(to, hex);
  2795. }
  2796. }
  2797. }
  2798. void CBattleInterface::showHighlightedHex(SDL_Surface * to, BattleHex hex)
  2799. {
  2800. int x = 14 + (hex.getY() % 2 == 0 ? 22 : 0) + 44 * (hex.getX()) + pos.x;
  2801. int y = 86 + 42 * hex.getY() + pos.y;
  2802. SDL_Rect temp_rect = genRect (cellShade->h, cellShade->w, x, y);
  2803. CSDL_Ext::blit8bppAlphaTo24bpp (cellShade, nullptr, to, &temp_rect);
  2804. }
  2805. void CBattleInterface::showProjectiles(SDL_Surface * to)
  2806. {
  2807. assert(to);
  2808. std::list< std::list<ProjectileInfo>::iterator > toBeDeleted;
  2809. for(auto it = projectiles.begin(); it!=projectiles.end(); ++it)
  2810. {
  2811. // Check if projectile is already visible (shooter animation did the shot)
  2812. if (!it->shotDone)
  2813. {
  2814. // frame we're waiting for is reached OR animation has already finished
  2815. if (creAnims[it->stackID]->getCurrentFrame() >= it->animStartDelay ||
  2816. creAnims[it->stackID]->isShooting() == false)
  2817. {
  2818. //at this point projectile should become visible
  2819. creAnims[it->stackID]->pause(); // pause animation
  2820. it->shotDone = true;
  2821. }
  2822. else
  2823. continue; // wait...
  2824. }
  2825. SDL_Surface * image = idToProjectile[it->creID]->ourImages[it->frameNum].bitmap;
  2826. SDL_Rect dst;
  2827. dst.h = image->h;
  2828. dst.w = image->w;
  2829. dst.x = it->x - dst.w / 2;
  2830. dst.y = it->y - dst.h / 2;
  2831. if(it->reverse)
  2832. {
  2833. SDL_Surface * rev = CSDL_Ext::rotate01(image);
  2834. CSDL_Ext::blit8bppAlphaTo24bpp(rev, nullptr, to, &dst);
  2835. SDL_FreeSurface(rev);
  2836. }
  2837. else
  2838. {
  2839. CSDL_Ext::blit8bppAlphaTo24bpp(image, nullptr, to, &dst);
  2840. }
  2841. // Update projectile
  2842. ++it->step;
  2843. if(it->step == it->lastStep)
  2844. {
  2845. toBeDeleted.insert(toBeDeleted.end(), it);
  2846. }
  2847. else
  2848. {
  2849. if (it->catapultInfo)
  2850. {
  2851. // Parabolic shot of the trajectory, as follows: f(x) = ax^2 + bx + c
  2852. it->x += it->dx;
  2853. it->y = it->catapultInfo->calculateY(it->x);
  2854. ++(it->frameNum);
  2855. it->frameNum %= idToProjectile[it->creID]->ourImages.size();
  2856. }
  2857. else
  2858. {
  2859. // Normal projectile, just add the calculated "deltas" to the x and y positions.
  2860. it->x += it->dx;
  2861. it->y += it->dy;
  2862. }
  2863. }
  2864. }
  2865. for(auto & elem : toBeDeleted)
  2866. {
  2867. // resume animation
  2868. creAnims[elem->stackID]->play();
  2869. projectiles.erase(elem);
  2870. }
  2871. }
  2872. void CBattleInterface::showBattlefieldObjects(SDL_Surface * to)
  2873. {
  2874. auto showHexEntry = [&](BattleObjectsByHex::HexData & hex)
  2875. {
  2876. showPiecesOfWall(to, hex.walls);
  2877. showObstacles(to, hex.obstacles);
  2878. showAliveStacks(to, hex.alive);
  2879. showBattleEffects(to, hex.effects);
  2880. };
  2881. if(attackingHero)
  2882. attackingHero->show(to);
  2883. if(defendingHero)
  2884. defendingHero->show(to);
  2885. BattleObjectsByHex objects = sortObjectsByHex();
  2886. // dead stacks should be blit first
  2887. showStacks(to, objects.beforeAll.dead);
  2888. for( auto & data : objects.hex )
  2889. showStacks(to, data.dead);
  2890. showStacks(to, objects.afterAll.dead);
  2891. // display objects that must be blit before anything else (e.g. topmost walls)
  2892. showHexEntry(objects.beforeAll);
  2893. // actual blit of most of objects, hex by hex
  2894. // NOTE: row-by-row blitting may be a better approach
  2895. for( auto & data : objects.hex )
  2896. showHexEntry(data);
  2897. // objects that must be blit *after* everything else - e.g. bottom tower or some spell effects
  2898. showHexEntry(objects.afterAll);
  2899. }
  2900. void CBattleInterface::showAliveStacks(SDL_Surface * to, std::vector<const CStack *> stacks)
  2901. {
  2902. auto isAmountBoxVisible = [&](const CStack * stack) -> bool
  2903. {
  2904. if (stack->hasBonusOfType(Bonus::SIEGE_WEAPON)) // siege weapons are always singular
  2905. return false;
  2906. if (curInt->curAction)
  2907. {
  2908. if (curInt->curAction->stackNumber == stack->ID) // stack is currently taking an action
  2909. return false;
  2910. if (curInt->curAction->actionType == Battle::WALK_AND_ATTACK && // stack is being targeted
  2911. stack->position == curInt->curAction->additionalInfo)
  2912. return false;
  2913. if (curInt->curAction->destinationTile == stack->position) // stack is moving
  2914. return false;
  2915. }
  2916. return true;
  2917. };
  2918. auto getEffectsPositivness = [&](const CStack * stack) -> int
  2919. {
  2920. int pos = 0;
  2921. for(auto & spellId : stack->activeSpells())
  2922. {
  2923. pos += CGI->spellh->spells[ spellId ]->positiveness;
  2924. }
  2925. return pos;
  2926. };
  2927. auto getAmountBoxBackground = [&](int positivness) -> SDL_Surface *
  2928. {
  2929. if (positivness > 0)
  2930. return amountPositive;
  2931. if (positivness < 0)
  2932. return amountNegative;
  2933. return amountEffNeutral;
  2934. };
  2935. showStacks(to, stacks); // Actual display of all stacks
  2936. for (auto & stack : stacks)
  2937. {
  2938. assert(stack);
  2939. //printing amount
  2940. if (isAmountBoxVisible(stack))
  2941. {
  2942. const BattleHex nextPos = stack->position + (stack->attackerOwned ? 1 : -1);
  2943. const bool edge = stack->position % GameConstants::BFIELD_WIDTH == (stack->attackerOwned ? GameConstants::BFIELD_WIDTH - 2 : 1);
  2944. const bool moveInside = !edge && !stackCountOutsideHexes[nextPos];
  2945. int xAdd = (stack->attackerOwned ? 220 : 202) +
  2946. (stack->doubleWide() ? 44 : 0) * (stack->attackerOwned ? +1 : -1) +
  2947. (moveInside ? amountNormal->w + 10 : 0) * (stack->attackerOwned ? -1 : +1);
  2948. int yAdd = 260 + ((stack->attackerOwned || moveInside) ? 0 : -15);
  2949. //blitting amount background box
  2950. SDL_Surface *amountBG = amountNormal;
  2951. if(!stack->getSpellBonuses()->empty())
  2952. amountBG = getAmountBoxBackground(getEffectsPositivness(stack));
  2953. SDL_Rect temp_rect = genRect(amountBG->h, amountBG->w, creAnims[stack->ID]->pos.x + xAdd, creAnims[stack->ID]->pos.y + yAdd);
  2954. SDL_BlitSurface(amountBG, nullptr, to, &temp_rect);
  2955. //blitting amount
  2956. Point textPos(creAnims[stack->ID]->pos.x + xAdd + amountNormal->w/2,
  2957. creAnims[stack->ID]->pos.y + yAdd + amountNormal->h/2);
  2958. graphics->fonts[FONT_TINY]->renderTextCenter(to, makeNumberShort(stack->count), Colors::WHITE, textPos);
  2959. }
  2960. }
  2961. }
  2962. void CBattleInterface::showStacks(SDL_Surface * to, std::vector<const CStack *> stacks)
  2963. {
  2964. for (const CStack * stack : stacks)
  2965. {
  2966. creAnims[stack->ID]->nextFrame(to, creDir[stack->ID]); // do actual blit
  2967. creAnims[stack->ID]->incrementFrame(float(GH.mainFPSmng->getElapsedMilliseconds()) / 1000);
  2968. }
  2969. }
  2970. void CBattleInterface::showObstacles(SDL_Surface *to, std::vector<shared_ptr<const CObstacleInstance> > &obstacles)
  2971. {
  2972. for (auto & obstacle : obstacles)
  2973. {
  2974. SDL_Surface *toBlit = getObstacleImage(*obstacle);
  2975. Point p = getObstaclePosition(toBlit, *obstacle);
  2976. blitAt(toBlit, p.x, p.y, to);
  2977. }
  2978. }
  2979. void CBattleInterface::showBattleEffects(SDL_Surface *to, const std::vector<const BattleEffect *> &battleEffects)
  2980. {
  2981. for(auto & elem : battleEffects)
  2982. {
  2983. int currentFrame = floor(elem->currentFrame);
  2984. currentFrame %= elem->anim->ourImages.size();
  2985. SDL_Surface * bitmapToBlit = elem->anim->ourImages[currentFrame].bitmap;
  2986. SDL_Rect temp_rect = genRect(bitmapToBlit->h, bitmapToBlit->w, elem->x, elem->y);
  2987. SDL_BlitSurface(bitmapToBlit, nullptr, to, &temp_rect);
  2988. }
  2989. }
  2990. void CBattleInterface::showInterface(SDL_Surface * to)
  2991. {
  2992. blitAt(menu, pos.x, 556 + pos.y, to);
  2993. if(tacticsMode)
  2994. {
  2995. btactNext->showAll(to);
  2996. btactEnd->showAll(to);
  2997. }
  2998. else
  2999. {
  3000. console->showAll(to);
  3001. bConsoleUp->showAll(to);
  3002. bConsoleDown->showAll(to);
  3003. }
  3004. //showing buttons
  3005. bOptions->showAll(to);
  3006. bSurrender->showAll(to);
  3007. bFlee->showAll(to);
  3008. bAutofight->showAll(to);
  3009. bSpell->showAll(to);
  3010. bWait->showAll(to);
  3011. bDefence->showAll(to);
  3012. //showing in-game console
  3013. LOCPLINT->cingconsole->show(to);
  3014. Rect posWithQueue = Rect(pos.x, pos.y, 800, 600);
  3015. if(settings["battle"]["showQueue"].Bool())
  3016. {
  3017. if(!queue->embedded)
  3018. {
  3019. posWithQueue.y -= queue->pos.h;
  3020. posWithQueue.h += queue->pos.h;
  3021. }
  3022. //showing queue
  3023. if(!bresult)
  3024. queue->showAll(to);
  3025. else
  3026. queue->blitBg(to);
  3027. }
  3028. //printing border around interface
  3029. if(screen->w != 800 || screen->h !=600)
  3030. {
  3031. CMessage::drawBorder(curInt->playerID,to,posWithQueue.w + 28, posWithQueue.h + 28, posWithQueue.x-14, posWithQueue.y-15);
  3032. }
  3033. }
  3034. BattleObjectsByHex CBattleInterface::sortObjectsByHex()
  3035. {
  3036. auto getCurrentPosition = [&](const CStack * stack) -> BattleHex
  3037. {
  3038. for (auto & anim : pendingAnims)
  3039. {
  3040. // certainly ugly workaround but fixes quite annoying bug
  3041. // stack position will be updated only *after* movement is finished
  3042. // before this - stack is always at its initial position. Thus we need to find
  3043. // its current position. Which can be found only in this class
  3044. if (CMovementAnimation * move = dynamic_cast<CMovementAnimation*>(anim.first))
  3045. {
  3046. if (move->stack == stack)
  3047. return move->nextHex;
  3048. }
  3049. }
  3050. return stack->position;
  3051. };
  3052. BattleObjectsByHex sorted;
  3053. // Sort creatures
  3054. for (auto & stack : curInt->cb->battleGetAllStacks())
  3055. {
  3056. if(creAnims.find(stack->ID) == creAnims.end()) //e.g. for summoned but not yet handled stacks
  3057. continue;
  3058. if (stack->position < 0) // turret shooters are handled separately
  3059. continue;
  3060. if(!creAnims[stack->ID]->isDead())
  3061. {
  3062. if (!creAnims[stack->ID]->isMoving())
  3063. sorted.hex[stack->position].alive.push_back(stack);
  3064. else
  3065. {
  3066. // flying creature - just blit them over everyone else
  3067. if (stack->hasBonusOfType(Bonus::FLYING))
  3068. sorted.afterAll.alive.push_back(stack);
  3069. else//try to find current location
  3070. sorted.hex[getCurrentPosition(stack)].alive.push_back(stack);
  3071. }
  3072. }
  3073. else
  3074. sorted.hex[stack->position].dead.push_back(stack);
  3075. }
  3076. // Sort battle effects (spells)
  3077. for (auto & battleEffect : battleEffects)
  3078. {
  3079. if(battleEffect.position.isValid())
  3080. sorted.hex[battleEffect.position].effects.push_back(&battleEffect);
  3081. else
  3082. sorted.afterAll.effects.push_back(&battleEffect);
  3083. }
  3084. // Sort obstacles
  3085. for(auto & obstacle : curInt->cb->battleGetAllObstacles())
  3086. {
  3087. if(obstacle->obstacleType != CObstacleInstance::ABSOLUTE_OBSTACLE
  3088. && obstacle->obstacleType != CObstacleInstance::MOAT)
  3089. {
  3090. sorted.hex[obstacle->pos].obstacles.push_back(obstacle);
  3091. }
  3092. }
  3093. // Sort wall parts
  3094. if (siegeH)
  3095. {
  3096. sorted.beforeAll.walls.push_back(1); // 1. background wall
  3097. sorted.afterAll.walls.push_back(3); // 3. bottom tower
  3098. sorted.hex[182].walls.push_back(4); // 4. bottom wall
  3099. sorted.hex[130].walls.push_back(5); // 5. wall below gate,
  3100. sorted.hex[62].walls.push_back(6); // 6. wall over gate
  3101. sorted.hex[12].walls.push_back(7); // 7. upper wall
  3102. sorted.beforeAll.walls.push_back(8); // 8. upper tower
  3103. //sorted.hex[94].walls.push_back(9); // 9. gate // Not implemented it seems
  3104. sorted.hex[112].walls.push_back(10); // 10. gate arch
  3105. sorted.hex[165].walls.push_back(11); // 11. bottom static wall
  3106. sorted.hex[45].walls.push_back(12); // 12. upper static wall
  3107. if (siegeH && siegeH->town->hasBuilt(BuildingID::CITADEL))
  3108. {
  3109. sorted.beforeAll.walls.push_back(13); // 13. moat
  3110. //sorted.beforeAll.walls.push_back(14); // 14. mlip (moat background terrain), blit as absolute obstacle
  3111. sorted.hex[135].walls.push_back(2); // 2. keep
  3112. sorted.hex[135].walls.push_back(15); // 15. keep turret cover
  3113. }
  3114. if (siegeH && siegeH->town->hasBuilt(BuildingID::CASTLE))
  3115. {
  3116. sorted.afterAll.walls.push_back(16); // 16. lower turret cover
  3117. sorted.beforeAll.walls.push_back(17); // 17. upper turret cover
  3118. }
  3119. }
  3120. return sorted;
  3121. }
  3122. void CBattleInterface::updateBattleAnimations()
  3123. {
  3124. //handle animations
  3125. for(auto & elem : pendingAnims)
  3126. {
  3127. if(!elem.first) //this animation should be deleted
  3128. continue;
  3129. if(!elem.second)
  3130. {
  3131. elem.second = elem.first->init();
  3132. }
  3133. if(elem.second && elem.first)
  3134. elem.first->nextFrame();
  3135. }
  3136. //delete anims
  3137. int preSize = pendingAnims.size();
  3138. for(auto it = pendingAnims.begin(); it != pendingAnims.end(); ++it)
  3139. {
  3140. if(it->first == nullptr)
  3141. {
  3142. pendingAnims.erase(it);
  3143. it = pendingAnims.begin();
  3144. break;
  3145. }
  3146. }
  3147. if(preSize > 0 && pendingAnims.size() == 0)
  3148. {
  3149. //anims ended
  3150. blockUI(activeStack == nullptr);
  3151. animsAreDisplayed.setn(false);
  3152. }
  3153. }
  3154. SDL_Surface * CBattleInterface::getObstacleImage(const CObstacleInstance &oi)
  3155. {
  3156. int frameIndex = (animCount+1) * 25 / getAnimSpeed();
  3157. switch(oi.obstacleType)
  3158. {
  3159. case CObstacleInstance::USUAL:
  3160. return vstd::circularAt(idToObstacle.find(oi.ID)->second->ourImages, frameIndex).bitmap;
  3161. case CObstacleInstance::ABSOLUTE_OBSTACLE:
  3162. return idToAbsoluteObstacle.find(oi.ID)->second;
  3163. case CObstacleInstance::QUICKSAND:
  3164. return vstd::circularAt(quicksand->ourImages, frameIndex).bitmap;
  3165. case CObstacleInstance::LAND_MINE:
  3166. return vstd::circularAt(landMine->ourImages, frameIndex).bitmap;
  3167. case CObstacleInstance::FIRE_WALL:
  3168. return vstd::circularAt(fireWall->ourImages, frameIndex).bitmap;
  3169. case CObstacleInstance::FORCE_FIELD:
  3170. {
  3171. auto &forceField = dynamic_cast<const SpellCreatedObstacle &>(oi);
  3172. if(forceField.getAffectedTiles().size() > 2)
  3173. return vstd::circularAt(bigForceField[forceField.casterSide]->ourImages, frameIndex).bitmap;
  3174. else
  3175. return vstd::circularAt(smallForceField[forceField.casterSide]->ourImages, frameIndex).bitmap;
  3176. }
  3177. case CObstacleInstance::MOAT://moat is blitted by SiegeHelper, this shouldn't be called
  3178. default:
  3179. assert(0);
  3180. return nullptr;
  3181. }
  3182. }
  3183. Point CBattleInterface::getObstaclePosition(SDL_Surface *image, const CObstacleInstance &obstacle)
  3184. {
  3185. int offset = image->h % 42;
  3186. if(obstacle.obstacleType == CObstacleInstance::USUAL)
  3187. {
  3188. if(obstacle.getInfo().blockedTiles.front() < 0 || offset > 37) //second or part is for holy ground ID=62,65,63
  3189. offset -= 42;
  3190. }
  3191. else if(obstacle.obstacleType == CObstacleInstance::QUICKSAND)
  3192. {
  3193. offset -= 42;
  3194. }
  3195. Rect r = hexPosition(obstacle.pos);
  3196. r.y += 42 - image->h + offset;
  3197. return r.topLeft();
  3198. }
  3199. void CBattleInterface::redrawBackgroundWithHexes(const CStack * activeStack)
  3200. {
  3201. attackableHexes.clear();
  3202. if (activeStack)
  3203. occupyableHexes = curInt->cb->battleGetAvailableHexes(activeStack, true, &attackableHexes);
  3204. curInt->cb->battleGetStackCountOutsideHexes(stackCountOutsideHexes);
  3205. //preparating background graphic with hexes and shaded hexes
  3206. blitAt(background, 0, 0, backgroundWithHexes);
  3207. //draw absolute obstacles (cliffs and so on)
  3208. for(auto &oi : curInt->cb->battleGetAllObstacles())
  3209. {
  3210. if(oi->obstacleType == CObstacleInstance::ABSOLUTE_OBSTACLE/* || oi.obstacleType == CObstacleInstance::MOAT*/)
  3211. blitAt(getObstacleImage(*oi), oi->getInfo().width, oi->getInfo().height, backgroundWithHexes);
  3212. }
  3213. if(settings["battle"]["cellBorders"].Bool())
  3214. CSDL_Ext::blit8bppAlphaTo24bpp(cellBorders, nullptr, backgroundWithHexes, nullptr);
  3215. if(settings["battle"]["stackRange"].Bool())
  3216. {
  3217. std::vector<BattleHex> hexesToShade = occupyableHexes;
  3218. hexesToShade.insert(hexesToShade.end(), attackableHexes.begin(), attackableHexes.end());
  3219. for(BattleHex hex : hexesToShade)
  3220. {
  3221. int i = hex.getY(); //row
  3222. int j = hex.getX()-1; //column
  3223. int x = 58 + (i%2==0 ? 22 : 0) + 44*j;
  3224. int y = 86 + 42 * i;
  3225. SDL_Rect temp_rect = genRect(cellShade->h, cellShade->w, x, y);
  3226. CSDL_Ext::blit8bppAlphaTo24bpp(cellShade, nullptr, backgroundWithHexes, &temp_rect);
  3227. }
  3228. }
  3229. }
  3230. void CBattleInterface::showPiecesOfWall(SDL_Surface * to, std::vector<int> pieces)
  3231. {
  3232. if(!siegeH)
  3233. return;
  3234. for (auto piece : pieces)
  3235. {
  3236. if (piece < 15) // not a tower - just print
  3237. siegeH->printPartOfWall(to, piece);
  3238. else // tower. find if tower is built and not destroyed - stack is present
  3239. {
  3240. // PieceID StackID
  3241. // 15 = keep, -2
  3242. // 16 = lower, -3
  3243. // 17 = upper, -4
  3244. // tower. check if tower is alive - stack is found
  3245. int stackPos = 13 - piece;
  3246. const CStack *turret = nullptr;
  3247. for(auto & stack : curInt->cb->battleGetAllStacks())
  3248. {
  3249. if(stack->position == stackPos)
  3250. {
  3251. turret = stack;
  3252. break;
  3253. }
  3254. }
  3255. if (turret)
  3256. {
  3257. std::vector<const CStack *> stackList(1, turret);
  3258. showStacks(to, stackList);
  3259. siegeH->printPartOfWall(to, piece);
  3260. }
  3261. }
  3262. }
  3263. }