CBattleInterface.cpp 125 KB

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  1. #include "CBattleInterface.h"
  2. #include "CGameInfo.h"
  3. #include "../hch/CLodHandler.h"
  4. #include "SDL_Extensions.h"
  5. #include "CAdvmapInterface.h"
  6. #include "AdventureMapButton.h"
  7. #include "../hch/CAnimation.h"
  8. #include "../hch/CObjectHandler.h"
  9. #include "../hch/CHeroHandler.h"
  10. #include "../hch/CDefHandler.h"
  11. #include "../hch/CSpellHandler.h"
  12. #include "CMessage.h"
  13. #include "CCursorHandler.h"
  14. #include "../CCallback.h"
  15. #include "../lib/CGameState.h"
  16. #include "../hch/CGeneralTextHandler.h"
  17. #include "CCreatureAnimation.h"
  18. #include "Graphics.h"
  19. #include "CSpellWindow.h"
  20. #include "CConfigHandler.h"
  21. #include <queue>
  22. #include <sstream>
  23. #include "../lib/CondSh.h"
  24. #include "../lib/NetPacks.h"
  25. #include "CPlayerInterface.h"
  26. #include "../hch/CVideoHandler.h"
  27. #include "../hch/CTownHandler.h"
  28. #include <boost/assign/list_of.hpp>
  29. #include <boost/lexical_cast.hpp>
  30. #include <boost/algorithm/string/replace.hpp>
  31. #ifndef __GNUC__
  32. const double M_PI = 3.14159265358979323846;
  33. #else
  34. #define _USE_MATH_DEFINES
  35. #include <cmath>
  36. #endif
  37. /*
  38. * CBattleInterface.cpp, part of VCMI engine
  39. *
  40. * Authors: listed in file AUTHORS in main folder
  41. *
  42. * License: GNU General Public License v2.0 or later
  43. * Full text of license available in license.txt file, in main folder
  44. *
  45. */
  46. extern SDL_Surface * screen;
  47. extern SDL_Color zwykly;
  48. CondSh<bool> CBattleInterface::animsAreDisplayed;
  49. struct CMP_stack2
  50. {
  51. inline bool operator ()(const CStack& a, const CStack& b)
  52. {
  53. return (a.Speed())>(b.Speed());
  54. }
  55. } cmpst2 ;
  56. static void transformPalette(SDL_Surface * surf, float rCor, float gCor, float bCor)
  57. {
  58. SDL_Color * colorsToChange = surf->format->palette->colors;
  59. for(int g=0; g<surf->format->palette->ncolors; ++g)
  60. {
  61. if((colorsToChange+g)->b != 132 &&
  62. (colorsToChange+g)->g != 231 &&
  63. (colorsToChange+g)->r != 255) //it's not yellow border
  64. {
  65. (colorsToChange+g)->r = (float)((colorsToChange+g)->r) * rCor;
  66. (colorsToChange+g)->g = (float)((colorsToChange+g)->g) * gCor;
  67. (colorsToChange+g)->b = (float)((colorsToChange+g)->b) * bCor;
  68. }
  69. }
  70. }
  71. ////////////////////////Battle helpers
  72. //general anim
  73. void CBattleAnimation::endAnim()
  74. {
  75. for(std::list<std::pair<CBattleAnimation *, bool> >::iterator it = owner->pendingAnims.begin(); it != owner->pendingAnims.end(); ++it)
  76. {
  77. if(it->first == this)
  78. {
  79. it->first = NULL;
  80. }
  81. }
  82. }
  83. bool CBattleAnimation::isEarliest(bool perStackConcurrency)
  84. {
  85. int lowestMoveID = owner->animIDhelper + 5;
  86. for(std::list<std::pair<CBattleAnimation *, bool> >::iterator it = owner->pendingAnims.begin(); it != owner->pendingAnims.end(); ++it)
  87. {
  88. CBattleStackAnimation * stAnim = dynamic_cast<CBattleStackAnimation *>(it->first);
  89. CBattleStackAnimation * thAnim = dynamic_cast<CBattleStackAnimation *>(this);
  90. if(perStackConcurrency && stAnim && thAnim && stAnim->stackID != thAnim->stackID)
  91. continue;
  92. CReverseAnim * revAnim = dynamic_cast<CReverseAnim *>(stAnim);
  93. if(revAnim && thAnim && stAnim && stAnim->stackID == thAnim->stackID && revAnim->priority)
  94. return false;
  95. if(it->first)
  96. amin(lowestMoveID, it->first->ID);
  97. }
  98. return ID == lowestMoveID;
  99. }
  100. CBattleAnimation::CBattleAnimation(CBattleInterface * _owner)
  101. : owner(_owner), ID(_owner->animIDhelper++)
  102. {}
  103. //Dummy animation
  104. bool CDummyAnim::init()
  105. {
  106. return true;
  107. }
  108. void CDummyAnim::nextFrame()
  109. {
  110. counter++;
  111. if(counter > howMany)
  112. endAnim();
  113. }
  114. void CDummyAnim::endAnim()
  115. {
  116. CBattleAnimation::endAnim();
  117. delete this;
  118. }
  119. CDummyAnim::CDummyAnim(CBattleInterface * _owner, int howManyFrames) : CBattleAnimation(_owner), howMany(howManyFrames), counter(0)
  120. {
  121. }
  122. //effect animation
  123. bool CSpellEffectAnim::init()
  124. {
  125. if(!isEarliest(false))
  126. return false;
  127. if(effect == 12) //armageddon
  128. {
  129. if(effect == -1 || graphics->battleACToDef[effect].size() != 0)
  130. {
  131. CDefHandler * anim;
  132. if(customAnim.size())
  133. anim = CDefHandler::giveDef(customAnim);
  134. else
  135. anim = CDefHandler::giveDef(graphics->battleACToDef[effect][0]);
  136. if (Vflip)
  137. {
  138. for (int v=0; v<anim->ourImages.size(); ++v)
  139. {
  140. CSDL_Ext::VflipSurf(anim->ourImages[v].bitmap);
  141. }
  142. }
  143. for(int i=0; i * anim->width < owner->pos.w ; ++i)
  144. {
  145. for(int j=0; j * anim->height < owner->pos.h ; ++j)
  146. {
  147. SBattleEffect be;
  148. be.effectID = ID;
  149. be.anim = CDefHandler::giveDef(graphics->battleACToDef[effect][0]);
  150. if (Vflip)
  151. {
  152. for (int v=0; v<be.anim->ourImages.size(); ++v)
  153. {
  154. CSDL_Ext::VflipSurf(be.anim->ourImages[v].bitmap);
  155. }
  156. }
  157. be.frame = 0;
  158. be.maxFrame = be.anim->ourImages.size();
  159. be.x = i * anim->width + owner->pos.x;
  160. be.y = j * anim->height + owner->pos.y;
  161. owner->battleEffects.push_back(be);
  162. }
  163. }
  164. }
  165. else //there is nothing to play
  166. {
  167. endAnim();
  168. return false;
  169. }
  170. }
  171. else // Effects targeted at a specific creature/hex.
  172. {
  173. if(effect == -1 || graphics->battleACToDef[effect].size() != 0)
  174. {
  175. const CStack* destStack = owner->curInt->cb->battleGetStackByPos(destTile, false);
  176. Rect &tilePos = owner->bfield[destTile].pos;
  177. SBattleEffect be;
  178. be.effectID = ID;
  179. if(customAnim.size())
  180. be.anim = CDefHandler::giveDef(customAnim);
  181. else
  182. be.anim = CDefHandler::giveDef(graphics->battleACToDef[effect][0]);
  183. if (Vflip)
  184. {
  185. for (int v=0; v<be.anim->ourImages.size(); ++v)
  186. {
  187. CSDL_Ext::VflipSurf(be.anim->ourImages[v].bitmap);
  188. }
  189. }
  190. be.frame = 0;
  191. be.maxFrame = be.anim->ourImages.size();
  192. if(effect == 1)
  193. be.maxFrame = 3;
  194. switch (effect)
  195. {
  196. case -1:
  197. be.x = x;
  198. be.y = y;
  199. break;
  200. case 0: // Prayer and Lightning Bolt.
  201. case 1:
  202. // Position effect with it's bottom center touching the bottom center of affected tile(s).
  203. be.x = tilePos.x + tilePos.w/2 - be.anim->width/2;
  204. be.y = tilePos.y + tilePos.h - be.anim->height;
  205. break;
  206. default:
  207. // Position effect with it's center touching the top center of affected tile(s).
  208. be.x = tilePos.x + tilePos.w/2 - be.anim->width/2;
  209. be.y = tilePos.y - be.anim->height/2;
  210. break;
  211. }
  212. // Correction for 2-hex creatures.
  213. if (destStack != NULL && destStack->doubleWide())
  214. be.x += (destStack->attackerOwned ? -1 : 1)*tilePos.w/2;
  215. owner->battleEffects.push_back(be);
  216. }
  217. else //there is nothing to play
  218. {
  219. endAnim();
  220. return false;
  221. }
  222. }
  223. //battleEffects
  224. return true;
  225. }
  226. void CSpellEffectAnim::nextFrame()
  227. {
  228. //notice: there may be more than one effect in owner->battleEffects correcponding to this animation (ie. armageddon)
  229. for(std::list<SBattleEffect>::iterator it = owner->battleEffects.begin(); it != owner->battleEffects.end(); ++it)
  230. {
  231. if(it->effectID == ID)
  232. {
  233. ++(it->frame);
  234. if(it->frame == it->maxFrame)
  235. {
  236. endAnim();
  237. break;
  238. }
  239. else
  240. {
  241. it->x += dx;
  242. it->y += dy;
  243. }
  244. }
  245. }
  246. }
  247. void CSpellEffectAnim::endAnim()
  248. {
  249. CBattleAnimation::endAnim();
  250. std::vector<std::list<SBattleEffect>::iterator> toDel;
  251. for(std::list<SBattleEffect>::iterator it = owner->battleEffects.begin(); it != owner->battleEffects.end(); ++it)
  252. {
  253. if(it->effectID == ID)
  254. {
  255. toDel.push_back(it);
  256. }
  257. }
  258. for(int b=0; b<toDel.size(); ++b)
  259. {
  260. delete toDel[b]->anim;
  261. owner->battleEffects.erase(toDel[b]);
  262. }
  263. delete this;
  264. }
  265. CSpellEffectAnim::CSpellEffectAnim(CBattleInterface * _owner, ui32 _effect, int _destTile, int _dx, int _dy, bool _Vflip)
  266. :CBattleAnimation(_owner), effect(_effect), destTile(_destTile), customAnim(""), dx(_dx), dy(_dy), Vflip(_Vflip)
  267. {
  268. }
  269. CSpellEffectAnim::CSpellEffectAnim(CBattleInterface * _owner, std::string _customAnim, int _x, int _y, int _dx, int _dy, bool _Vflip)
  270. :CBattleAnimation(_owner), effect(-1), destTile(0), customAnim(_customAnim), x(_x), y(_y), dx(_dx), dy(_dy), Vflip(_Vflip)
  271. {
  272. }
  273. //stack's aniamtion
  274. CBattleStackAnimation::CBattleStackAnimation(CBattleInterface * _owner, int stack)
  275. : CBattleAnimation(_owner), stackID(stack)
  276. {
  277. }
  278. bool CBattleStackAnimation::isToReverseHlp(int hexFrom, int hexTo, bool curDir)
  279. {
  280. int fromMod = hexFrom % BFIELD_WIDTH;
  281. int fromDiv = hexFrom / BFIELD_WIDTH;
  282. int toMod = hexTo % BFIELD_WIDTH;
  283. if(curDir && fromMod < toMod)
  284. return false;
  285. else if(curDir && fromMod > toMod)
  286. return true;
  287. else if(curDir && fromMod == toMod)
  288. {
  289. return fromDiv % 2 == 0;
  290. }
  291. else if(!curDir && fromMod < toMod)
  292. return true;
  293. else if(!curDir && fromMod > toMod)
  294. return false;
  295. else if(!curDir && fromMod == toMod)
  296. {
  297. return fromDiv % 2 == 1;
  298. }
  299. tlog1 << "Catastrope in CBattleStackAnimation::isToReverse!" << std::endl;
  300. return false; //should never happen
  301. }
  302. bool CBattleStackAnimation::isToReverse(int hexFrom, int hexTo, bool curDir, bool toDoubleWide, bool toDir)
  303. {
  304. if(hexTo < 0) //turret
  305. return false;
  306. if(toDoubleWide)
  307. {
  308. return isToReverseHlp(hexFrom, hexTo, curDir) &&
  309. (toDir ? isToReverseHlp(hexFrom, hexTo-1, curDir) : isToReverseHlp(hexFrom, hexTo+1, curDir) );
  310. }
  311. else
  312. {
  313. return isToReverseHlp(hexFrom, hexTo, curDir);
  314. }
  315. }
  316. //revering animation
  317. bool CReverseAnim::init()
  318. {
  319. if(owner->creAnims[stackID] == NULL || owner->creAnims[stackID]->getType() == 5)
  320. {
  321. endAnim();
  322. return false; //there is no such creature
  323. }
  324. if(!priority && !isEarliest(false))
  325. return false;
  326. owner->creAnims[stackID]->setType(8);
  327. return true;
  328. }
  329. void CReverseAnim::nextFrame()
  330. {
  331. if(partOfAnim == 1) //first part of animation
  332. {
  333. if(owner->creAnims[stackID]->onLastFrameInGroup())
  334. {
  335. partOfAnim = 2;
  336. }
  337. }
  338. else if(partOfAnim == 2)
  339. {
  340. if(!secondPartSetup)
  341. {
  342. owner->creDir[stackID] = !owner->creDir[stackID];
  343. const CStack * curs = owner->curInt->cb->battleGetStackByID(stackID, false);
  344. if(!curs)
  345. {
  346. endAnim();
  347. return;
  348. }
  349. Point coords = CBattleHex::getXYUnitAnim(hex, owner->creDir[stackID], curs, owner);
  350. owner->creAnims[stackID]->pos.x = coords.x;
  351. //creAnims[stackID]->pos.y = coords.second;
  352. if(curs->doubleWide())
  353. {
  354. if(curs->attackerOwned)
  355. {
  356. if(!owner->creDir[stackID])
  357. owner->creAnims[stackID]->pos.x -= 44;
  358. }
  359. else
  360. {
  361. if(owner->creDir[stackID])
  362. owner->creAnims[stackID]->pos.x += 44;
  363. }
  364. }
  365. owner->creAnims[stackID]->setType(7);
  366. secondPartSetup = true;
  367. }
  368. if(owner->creAnims[stackID]->onLastFrameInGroup())
  369. {
  370. endAnim();
  371. }
  372. }
  373. }
  374. void CReverseAnim::endAnim()
  375. {
  376. CBattleAnimation::endAnim();
  377. if( owner->curInt->cb->battleGetStackByID(stackID) )//don't do that if stack is dead
  378. owner->creAnims[stackID]->setType(2);
  379. delete this;
  380. }
  381. CReverseAnim::CReverseAnim(CBattleInterface * _owner, int stack, int dest, bool _priority)
  382. : CBattleStackAnimation(_owner, stack), partOfAnim(1), hex(dest), secondPartSetup(false), priority(_priority)
  383. {
  384. }
  385. //defence anim
  386. bool CDefenceAnim::init()
  387. {
  388. //checking initial conditions
  389. //if(owner->creAnims[stackID]->getType() != 2)
  390. //{
  391. // return false;
  392. //}
  393. if(IDby == -1 && owner->battleEffects.size() > 0)
  394. return false;
  395. int lowestMoveID = owner->animIDhelper + 5;
  396. for(std::list<std::pair<CBattleAnimation *, bool> >::iterator it = owner->pendingAnims.begin(); it != owner->pendingAnims.end(); ++it)
  397. {
  398. CDefenceAnim * defAnim = dynamic_cast<CDefenceAnim *>(it->first);
  399. if(defAnim && defAnim->stackID != stackID)
  400. continue;
  401. CBattleAttack * attAnim = dynamic_cast<CBattleAttack *>(it->first);
  402. if(attAnim && attAnim->stackID != stackID)
  403. continue;
  404. const CStack * attacker = owner->curInt->cb->battleGetStackByID(IDby, false);
  405. if(IDby != -1)
  406. {
  407. int attackerAnimType = owner->creAnims[IDby]->getType();
  408. if( attackerAnimType == 11 && attackerAnimType == 12 && attackerAnimType == 13 && owner->creAnims[IDby]->getFrame() < attacker->type->attackClimaxFrame )
  409. return false;
  410. }
  411. CReverseAnim * animAsRev = dynamic_cast<CReverseAnim *>(it->first);
  412. if(animAsRev && animAsRev->priority)
  413. return false;
  414. if(it->first)
  415. amin(lowestMoveID, it->first->ID);
  416. }
  417. if(ID > lowestMoveID)
  418. return false;
  419. const CStack * attacker = owner->curInt->cb->battleGetStackByID(IDby, false);
  420. const CStack * attacked = owner->curInt->cb->battleGetStackByID(stackID, false);
  421. //reverse unit if necessary
  422. if(attacker && isToReverse(attacked->position, attacker->position, owner->creDir[stackID], attacker->doubleWide(), owner->creDir[IDby]))
  423. {
  424. owner->addNewAnim(new CReverseAnim(owner, stackID, attacked->position, true));
  425. return false;
  426. }
  427. //unit reversed
  428. if(byShooting) //delay hit animation
  429. {
  430. for(std::list<SProjectileInfo>::const_iterator it = owner->projectiles.begin(); it != owner->projectiles.end(); ++it)
  431. {
  432. if(it->creID == attacker->type->idNumber)
  433. {
  434. return false;
  435. }
  436. }
  437. }
  438. //initializing
  439. int maxLen = 0;
  440. if(killed)
  441. {
  442. CGI->soundh->playSound(battle_sound(attacked->type, killed));
  443. owner->creAnims[stackID]->setType(5); //death
  444. }
  445. else
  446. {
  447. // TODO: this block doesn't seems correct if the unit is defending.
  448. CGI->soundh->playSound(battle_sound(attacked->type, wince));
  449. owner->creAnims[stackID]->setType(3); //getting hit
  450. }
  451. return true; //initialized successfuly
  452. }
  453. void CDefenceAnim::nextFrame()
  454. {
  455. if(!killed && owner->creAnims[stackID]->getType() != 3)
  456. {
  457. owner->creAnims[stackID]->setType(3);
  458. }
  459. if(!owner->creAnims[stackID]->onLastFrameInGroup())
  460. {
  461. if( owner->creAnims[stackID]->getType() == 5 && (owner->animCount+1)%(4/owner->curInt->sysOpts.animSpeed)==0
  462. && !owner->creAnims[stackID]->onLastFrameInGroup() )
  463. {
  464. owner->creAnims[stackID]->incrementFrame();
  465. }
  466. }
  467. else
  468. {
  469. endAnim();
  470. }
  471. }
  472. void CDefenceAnim::endAnim()
  473. {
  474. //restoring animType
  475. if(owner->creAnims[stackID]->getType() == 3)
  476. owner->creAnims[stackID]->setType(2);
  477. //printing info to console
  478. if(IDby!=-1)
  479. owner->printConsoleAttacked(stackID, dmg, amountKilled, IDby);
  480. const CStack * attacker = owner->curInt->cb->battleGetStackByID(IDby, false);
  481. const CStack * attacked = owner->curInt->cb->battleGetStackByID(stackID, false);
  482. CBattleAnimation::endAnim();
  483. delete this;
  484. }
  485. CDefenceAnim::CDefenceAnim(SStackAttackedInfo _attackedInfo, CBattleInterface * _owner)
  486. : CBattleStackAnimation(_owner, _attackedInfo.ID), dmg(_attackedInfo.dmg),
  487. amountKilled(_attackedInfo.amountKilled), IDby(_attackedInfo.IDby), byShooting(_attackedInfo.byShooting),
  488. killed(_attackedInfo.killed)
  489. {
  490. }
  491. ////move anim
  492. bool CBattleStackMoved::init()
  493. {
  494. if( !isEarliest(false) )
  495. return false;
  496. //a few useful variables
  497. steps = owner->creAnims[stackID]->framesInGroup(0)*owner->getAnimSpeedMultiplier()-1;
  498. if(steps == 0) //this creature seems to have no move animation so we can end it immediately
  499. {
  500. endAnim();
  501. return false;
  502. }
  503. whichStep = 0;
  504. int hexWbase = 44, hexHbase = 42;
  505. const CStack * movedStack = owner->curInt->cb->battleGetStackByID(stackID, false);
  506. if(!movedStack || owner->creAnims[stackID]->getType() == 5)
  507. {
  508. endAnim();
  509. return false;
  510. }
  511. bool twoTiles = movedStack->doubleWide();
  512. Point begPosition = CBattleHex::getXYUnitAnim(curStackPos, movedStack->attackerOwned, movedStack, owner);
  513. Point endPosition = CBattleHex::getXYUnitAnim(destHex, movedStack->attackerOwned, movedStack, owner);
  514. int mutPos = BattleInfo::mutualPosition(curStackPos, destHex);
  515. //reverse unit if necessary
  516. if((begPosition.x > endPosition.x) && owner->creDir[stackID] == true)
  517. {
  518. owner->addNewAnim(new CReverseAnim(owner, stackID, curStackPos, true));
  519. return false;
  520. }
  521. else if ((begPosition.x < endPosition.x) && owner->creDir[stackID] == false)
  522. {
  523. owner->addNewAnim(new CReverseAnim(owner, stackID, curStackPos, true));
  524. return false;
  525. }
  526. if(owner->creAnims[stackID]->getType() != 0)
  527. {
  528. owner->creAnims[stackID]->setType(0);
  529. }
  530. //unit reversed
  531. if(owner->moveSh <= 0)
  532. owner->moveSh = CGI->soundh->playSound(battle_sound(movedStack->type, move), -1);
  533. //step shift calculation
  534. posX = owner->creAnims[stackID]->pos.x, posY = owner->creAnims[stackID]->pos.y; // for precise calculations ;]
  535. if(mutPos == -1 && movedStack->hasBonusOfType(Bonus::FLYING))
  536. {
  537. steps *= distance;
  538. steps /= 2; //to make animation faster
  539. stepX = (endPosition.x - (float)begPosition.x)/steps;
  540. stepY = (endPosition.y - (float)begPosition.y)/steps;
  541. }
  542. else
  543. {
  544. switch(mutPos)
  545. {
  546. case 0:
  547. stepX = (-1.0)*((float)hexWbase)/(2.0f*steps);
  548. stepY = (-1.0)*((float)hexHbase)/((float)steps);
  549. break;
  550. case 1:
  551. stepX = ((float)hexWbase)/(2.0f*steps);
  552. stepY = (-1.0)*((float)hexHbase)/((float)steps);
  553. break;
  554. case 2:
  555. stepX = ((float)hexWbase)/((float)steps);
  556. stepY = 0.0;
  557. break;
  558. case 3:
  559. stepX = ((float)hexWbase)/(2.0f*steps);
  560. stepY = ((float)hexHbase)/((float)steps);
  561. break;
  562. case 4:
  563. stepX = (-1.0)*((float)hexWbase)/(2.0f*steps);
  564. stepY = ((float)hexHbase)/((float)steps);
  565. break;
  566. case 5:
  567. stepX = (-1.0)*((float)hexWbase)/((float)steps);
  568. stepY = 0.0;
  569. break;
  570. }
  571. }
  572. //step shifts calculated
  573. return true;
  574. }
  575. void CBattleStackMoved::nextFrame()
  576. {
  577. //moving instructions
  578. posX += stepX;
  579. owner->creAnims[stackID]->pos.x = posX;
  580. posY += stepY;
  581. owner->creAnims[stackID]->pos.y = posY;
  582. ++whichStep;
  583. if(whichStep == steps)
  584. {
  585. endAnim();
  586. }
  587. }
  588. void CBattleStackMoved::endAnim()
  589. {
  590. const CStack * movedStack = owner->curInt->cb->battleGetStackByID(stackID);
  591. CBattleAnimation::endAnim();
  592. if(movedStack)
  593. {
  594. bool twoTiles = movedStack->doubleWide();
  595. if(endMoving)
  596. {
  597. owner->addNewAnim(new CBattleMoveEnd(owner, stackID, destHex));
  598. }
  599. Point coords = CBattleHex::getXYUnitAnim(destHex, owner->creDir[stackID], movedStack, owner);
  600. owner->creAnims[stackID]->pos = coords;
  601. if(!endMoving && twoTiles && bool(movedStack->attackerOwned) && (owner->creDir[stackID] != bool(movedStack->attackerOwned) )) //big attacker creature is reversed
  602. owner->creAnims[stackID]->pos.x -= 44;
  603. else if(!endMoving && twoTiles && (! bool(movedStack->attackerOwned) ) && (owner->creDir[stackID] != bool(movedStack->attackerOwned) )) //big defender creature is reversed
  604. owner->creAnims[stackID]->pos.x += 44;
  605. }
  606. if(owner->moveSh >= 0)
  607. {
  608. CGI->soundh->stopSound(owner->moveSh);
  609. owner->moveSh = -1;
  610. }
  611. delete this;
  612. }
  613. CBattleStackMoved::CBattleStackMoved(CBattleInterface * _owner, int _number, int _destHex, bool _endMoving, int _distance)
  614. : CBattleStackAnimation(_owner, _number), destHex(_destHex), endMoving(_endMoving), distance(_distance), stepX(0.0f), stepY(0.0f)
  615. {
  616. curStackPos = owner->curInt->cb->battleGetPos(stackID);
  617. }
  618. //move started
  619. bool CBattleMoveStart::init()
  620. {
  621. if( !isEarliest(false) )
  622. return false;
  623. const CStack * movedStack = owner->curInt->cb->battleGetStackByID(stackID, false);
  624. if(!movedStack || owner->creAnims[stackID]->getType() == 5)
  625. {
  626. CBattleMoveStart::endAnim();
  627. return false;
  628. }
  629. CGI->soundh->playSound(battle_sound(movedStack->type, startMoving));
  630. return true;
  631. }
  632. void CBattleMoveStart::nextFrame()
  633. {
  634. if(owner->creAnims[stackID]->onLastFrameInGroup())
  635. {
  636. endAnim();
  637. }
  638. else
  639. {
  640. if((owner->animCount+1)%(4/owner->curInt->sysOpts.animSpeed)==0)
  641. owner->creAnims[stackID]->incrementFrame();
  642. }
  643. }
  644. void CBattleMoveStart::endAnim()
  645. {
  646. CBattleAnimation::endAnim();
  647. delete this;
  648. }
  649. CBattleMoveStart::CBattleMoveStart(CBattleInterface * _owner, int stack)
  650. : CBattleStackAnimation(_owner, stack)
  651. {
  652. }
  653. //move finished
  654. bool CBattleMoveEnd::init()
  655. {
  656. if( !isEarliest(true) )
  657. return false;
  658. const CStack * movedStack = owner->curInt->cb->battleGetStackByID(stackID, false);
  659. if(!movedStack || owner->creAnims[stackID]->framesInGroup(21) == 0 || owner->creAnims[stackID]->getType() == 5)
  660. {
  661. endAnim();
  662. return false;
  663. }
  664. CGI->soundh->playSound(battle_sound(movedStack->type, endMoving));
  665. owner->creAnims[stackID]->setType(21);
  666. return true;
  667. }
  668. void CBattleMoveEnd::nextFrame()
  669. {
  670. if(owner->creAnims[stackID]->onLastFrameInGroup())
  671. {
  672. endAnim();
  673. }
  674. }
  675. void CBattleMoveEnd::endAnim()
  676. {
  677. CBattleAnimation::endAnim();
  678. if(owner->creAnims[stackID]->getType() != 5)
  679. owner->creAnims[stackID]->setType(2); //resetting to default
  680. CGI->curh->show();
  681. delete this;
  682. }
  683. CBattleMoveEnd::CBattleMoveEnd(CBattleInterface * _owner, int stack, int destTile)
  684. : CBattleStackAnimation(_owner, stack), destinationTile(destTile)
  685. {
  686. }
  687. //general attack anim
  688. void CBattleAttack::nextFrame()
  689. {
  690. if(owner->creAnims[stackID]->getType() != group)
  691. owner->creAnims[stackID]->setType(group);
  692. if(owner->creAnims[stackID]->onFirstFrameInGroup())
  693. {
  694. if(shooting)
  695. CGI->soundh->playSound(battle_sound(attackingStack->type, shoot));
  696. else
  697. CGI->soundh->playSound(battle_sound(attackingStack->type, attack));
  698. }
  699. else if(owner->creAnims[stackID]->onLastFrameInGroup())
  700. {
  701. owner->creAnims[stackID]->setType(2);
  702. endAnim();
  703. return; //execution of endAnim deletes this !!!
  704. }
  705. }
  706. bool CBattleAttack::checkInitialConditions()
  707. {
  708. return isEarliest(false);
  709. }
  710. CBattleAttack::CBattleAttack(CBattleInterface * _owner, int _stackID, int _dest, int _attackedID)
  711. : CBattleStackAnimation(_owner, _stackID), dest(_dest)
  712. {
  713. attackedStack = owner->curInt->cb->battleGetStackByID(_attackedID, false);
  714. attackingStack = owner->curInt->cb->battleGetStackByID(_stackID, false);
  715. assert(attackingStack && "attackingStack is NULL in CBattleAttack::CBattleAttack !\n");
  716. if(attackingStack->type->idNumber != 145) //catapult is allowed to attack not-creature
  717. {
  718. assert(attackedStack && "attackedStack is NULL in CBattleAttack::CBattleAttack !\n");
  719. }
  720. else //catapult can attack walls only
  721. {
  722. assert(owner->curInt->cb->battleGetWallUnderHex(_dest) >= 0);
  723. }
  724. attackingStackPosBeforeReturn = attackingStack->position;
  725. }
  726. ////melee attack
  727. bool CMeleeAttack::init()
  728. {
  729. if( !CBattleAttack::checkInitialConditions() )
  730. return false;
  731. //if(owner->creAnims[stackID]->getType()!=2)
  732. //{
  733. // return false;
  734. //}
  735. if(!attackingStack || owner->creAnims[stackID]->getType() == 5)
  736. {
  737. endAnim();
  738. return false;
  739. }
  740. int reversedShift = 0; //shift of attacking stack's position due to reversing
  741. if(attackingStack->attackerOwned)
  742. {
  743. if(attackingStack->doubleWide() && BattleInfo::mutualPosition(attackingStackPosBeforeReturn, dest) == -1)
  744. {
  745. if(BattleInfo::mutualPosition(attackingStackPosBeforeReturn + (attackingStack->attackerOwned ? -1 : 1), dest) >= 0) //if reversing stack will make its position adjacent to dest
  746. {
  747. reversedShift = (attackingStack->attackerOwned ? -1 : 1);
  748. }
  749. }
  750. }
  751. else //if(astack->attackerOwned)
  752. {
  753. if(attackingStack->doubleWide() && BattleInfo::mutualPosition(attackingStackPosBeforeReturn, dest) == -1)
  754. {
  755. if(BattleInfo::mutualPosition(attackingStackPosBeforeReturn + (attackingStack->attackerOwned ? -1 : 1), dest) >= 0) //if reversing stack will make its position adjacent to dest
  756. {
  757. reversedShift = (attackingStack->attackerOwned ? -1 : 1);
  758. }
  759. }
  760. }
  761. //reversing stack if necessary
  762. if(isToReverse(attackingStackPosBeforeReturn, dest, owner->creDir[stackID], attackedStack->doubleWide(), owner->creDir[attackedStack->ID]))
  763. {
  764. owner->addNewAnim(new CReverseAnim(owner, stackID, attackingStackPosBeforeReturn, true));
  765. return false;
  766. }
  767. //reversed
  768. IDby = attackedStack->ID;
  769. shooting = false;
  770. posShiftDueToDist = reversedShift;
  771. static const int mutPosToGroup[] = {11, 11, 12, 13, 13, 12};
  772. int mutPos = BattleInfo::mutualPosition(attackingStackPosBeforeReturn + reversedShift, dest);
  773. switch(mutPos) //attack direction
  774. {
  775. case 0: case 1: case 2: case 3: case 4: case 5:
  776. group = mutPosToGroup[mutPos];
  777. break;
  778. default:
  779. tlog1<<"Critical Error! Wrong dest in stackAttacking! dest: "<<dest<<" attacking stack pos: "<<attackingStackPosBeforeReturn<<" reversed shift: "<<reversedShift<<std::endl;
  780. }
  781. return true;
  782. }
  783. void CMeleeAttack::nextFrame()
  784. {
  785. /*for(std::list<std::pair<CBattleAnimation *, bool> >::const_iterator it = owner->pendingAnims.begin(); it != owner->pendingAnims.end(); ++it)
  786. {
  787. CBattleMoveStart * anim = dynamic_cast<CBattleMoveStart *>(it->first);
  788. CReverseAnim * anim2 = dynamic_cast<CReverseAnim *>(it->first);
  789. if( (anim && anim->stackID == stackID) || (anim2 && anim2->stackID == stackID ) )
  790. return;
  791. }*/
  792. CBattleAttack::nextFrame();
  793. }
  794. void CMeleeAttack::endAnim()
  795. {
  796. CBattleAnimation::endAnim();
  797. delete this;
  798. }
  799. CMeleeAttack::CMeleeAttack(CBattleInterface * _owner, int attacker, int _dest, int _attackedID)
  800. : CBattleAttack(_owner, attacker, _dest, _attackedID)
  801. {
  802. }
  803. //shooting anim
  804. bool CShootingAnim::init()
  805. {
  806. if( !CBattleAttack::checkInitialConditions() )
  807. return false;
  808. const CStack * shooter = attackingStack;
  809. if(!shooter || owner->creAnims[stackID]->getType() == 5)
  810. {
  811. endAnim();
  812. return false;
  813. }
  814. //projectile
  815. float projectileAngle; //in radians; if positive, projectiles goes up
  816. float straightAngle = 0.2f; //maximal angle in radians between straight horizontal line and shooting line for which shot is considered to be straight (absoulte value)
  817. int fromHex = shooter->position;
  818. projectileAngle = atan2(float(abs(dest - fromHex)/BFIELD_WIDTH), float(abs(dest - fromHex)%BFIELD_WIDTH));
  819. if(fromHex < dest)
  820. projectileAngle = -projectileAngle;
  821. SProjectileInfo spi;
  822. spi.creID = shooter->type->idNumber;
  823. spi.reverse = !shooter->attackerOwned;
  824. spi.step = 0;
  825. spi.frameNum = 0;
  826. spi.spin = CGI->creh->idToProjectileSpin.find(spi.creID)->second;
  827. Point xycoord = CBattleHex::getXYUnitAnim(shooter->position, true, shooter, owner);
  828. Point destcoord;
  829. if(attackedStack)
  830. {
  831. destcoord = CBattleHex::getXYUnitAnim(dest, false, attackedStack, owner);
  832. }
  833. else //catapult attack
  834. {
  835. destcoord.x = -160 + 22 * ( ((dest/BFIELD_WIDTH) + 1)%2 ) + 44 * (dest % BFIELD_WIDTH);
  836. destcoord.y = -139 + 42 * (dest/BFIELD_WIDTH);
  837. }
  838. destcoord.x += 250; destcoord.y += 210; //TODO: find a better place to shoot
  839. if(projectileAngle > straightAngle) //upper shot
  840. {
  841. spi.x = xycoord.x + 200 + shooter->type->upperRightMissleOffsetX;
  842. spi.y = xycoord.y + 100 - shooter->type->upperRightMissleOffsetY;
  843. }
  844. else if(projectileAngle < -straightAngle) //lower shot
  845. {
  846. spi.x = xycoord.x + 200 + shooter->type->lowerRightMissleOffsetX;
  847. spi.y = xycoord.y + 150 - shooter->type->lowerRightMissleOffsetY;
  848. }
  849. else //straight shot
  850. {
  851. spi.x = xycoord.x + 200 + shooter->type->rightMissleOffsetX;
  852. spi.y = xycoord.y + 125 - shooter->type->rightMissleOffsetY;
  853. }
  854. spi.lastStep = sqrt((float)((destcoord.x - spi.x)*(destcoord.x - spi.x) + (destcoord.y - spi.y) * (destcoord.y - spi.y))) / 40;
  855. if(spi.lastStep == 0)
  856. spi.lastStep = 1;
  857. spi.dx = (destcoord.x - spi.x) / spi.lastStep;
  858. spi.dy = (destcoord.y - spi.y) / spi.lastStep;
  859. //set starting frame
  860. if(spi.spin)
  861. {
  862. spi.frameNum = 0;
  863. }
  864. else
  865. {
  866. spi.frameNum = ((M_PI/2.0f - projectileAngle) / (2.0f *M_PI) + 1/((float)(2*(owner->idToProjectile[spi.creID]->ourImages.size()-1)))) * (owner->idToProjectile[spi.creID]->ourImages.size()-1);
  867. }
  868. //set delay
  869. spi.animStartDelay = CGI->creh->creatures[spi.creID]->attackClimaxFrame;
  870. owner->projectiles.push_back(spi);
  871. //attack aniamtion
  872. if(attackedStack)
  873. IDby = attackedStack->ID;
  874. else
  875. IDby = -1;
  876. posShiftDueToDist = 0;
  877. shooting = true;
  878. if(projectileAngle > straightAngle) //upper shot
  879. group = 14;
  880. else if(projectileAngle < -straightAngle) //lower shot
  881. group = 16;
  882. else //straight shot
  883. group = 15;
  884. return true;
  885. }
  886. void CShootingAnim::nextFrame()
  887. {
  888. for(std::list<std::pair<CBattleAnimation *, bool> >::const_iterator it = owner->pendingAnims.begin(); it != owner->pendingAnims.end(); ++it)
  889. {
  890. CBattleMoveStart * anim = dynamic_cast<CBattleMoveStart *>(it->first);
  891. CReverseAnim * anim2 = dynamic_cast<CReverseAnim *>(it->first);
  892. if( (anim && anim->stackID == stackID) || (anim2 && anim2->stackID == stackID && anim2->priority ) )
  893. return;
  894. }
  895. CBattleAttack::nextFrame();
  896. }
  897. void CShootingAnim::endAnim()
  898. {
  899. CBattleAnimation::endAnim();
  900. delete this;
  901. }
  902. CShootingAnim::CShootingAnim(CBattleInterface * _owner, int attacker, int _dest, int _attackedID, bool _catapult, int _catapultDmg)
  903. : CBattleAttack(_owner, attacker, _dest, _attackedID), catapultDamage(_catapultDmg), catapult(_catapult)
  904. {
  905. if(catapult) //catapult attack
  906. {
  907. owner->addNewAnim( new CSpellEffectAnim(owner, "SGEXPL.DEF",
  908. -130 + 22 * ( ((dest/BFIELD_WIDTH) + 1)%2 ) + 44 * (dest % BFIELD_WIDTH) + owner->pos.x,
  909. -50 + 42 * (dest/BFIELD_WIDTH) + owner->pos.y ));
  910. }
  911. }
  912. ////////////////////////
  913. void CBattleInterface::addNewAnim(CBattleAnimation * anim)
  914. {
  915. pendingAnims.push_back( std::make_pair(anim, false) );
  916. animsAreDisplayed.setn(true);
  917. }
  918. CBattleInterface::CBattleInterface(const CCreatureSet * army1, const CCreatureSet * army2, CGHeroInstance *hero1, CGHeroInstance *hero2, const SDL_Rect & myRect, CPlayerInterface * att, CPlayerInterface * defen)
  919. : attackingHeroInstance(hero1), defendingHeroInstance(hero2), animCount(0), activeStack(-1), stackToActivate(-1),
  920. mouseHoveredStack(-1), previouslyHoveredHex(-1), currentlyHoveredHex(-1), spellDestSelectMode(false),
  921. spellToCast(NULL), givenCommand(NULL), myTurn(false), resWindow(NULL), animIDhelper(0),
  922. moveStarted(false), moveSh(-1), siegeH(NULL), bresult(NULL), queue(NULL), attackerInt(att), defenderInt(defen), curInt(att)
  923. {
  924. ObjectConstruction h__l__p(this);
  925. animsAreDisplayed.setn(false);
  926. pos = myRect;
  927. strongInterest = true;
  928. givenCommand = new CondSh<BattleAction *>(NULL);
  929. //create stack queue
  930. bool embedQueue = screen->h < 700;
  931. queue = new CStackQueue(embedQueue, this);
  932. if(!embedQueue && curInt->sysOpts.showQueue)
  933. {
  934. pos.y += queue->pos.h / 2; //center whole window
  935. queue->moveTo(Point(pos.x, pos.y - queue->pos.h));
  936. // queue->pos.x = pos.x;
  937. // queue->pos.y = pos.y - queue->pos.h;
  938. // pos.h += queue->pos.h;
  939. // center();
  940. }
  941. queue->update();
  942. //preparing siege info
  943. const CGTownInstance * town = curInt->cb->battleGetDefendedTown();
  944. if(town && town->hasFort())
  945. {
  946. siegeH = new SiegeHelper(town, this);
  947. }
  948. curInt->battleInt = this;
  949. //initializing armies
  950. this->army1 = *army1;
  951. this->army2 = *army2;
  952. std::map<int, CStack> stacks = curInt->cb->battleGetStacks();
  953. for(std::map<int, CStack>::iterator b=stacks.begin(); b!=stacks.end(); ++b)
  954. {
  955. newStack(b->second.ID);
  956. }
  957. //preparing menu background and terrain
  958. if(siegeH)
  959. {
  960. background = BitmapHandler::loadBitmap( siegeH->getSiegeName(0), false );
  961. ui8 siegeLevel = curInt->cb->battleGetSiegeLevel();
  962. if(siegeLevel >= 2) //citadel or castle
  963. {
  964. //print moat/mlip
  965. SDL_Surface * moat = BitmapHandler::loadBitmap( siegeH->getSiegeName(13) ),
  966. * mlip = BitmapHandler::loadBitmap( siegeH->getSiegeName(14) );
  967. Point moatPos = graphics->wallPositions[siegeH->town->town->typeID][10],
  968. mlipPos = graphics->wallPositions[siegeH->town->town->typeID][11];
  969. if(moat) //eg. tower has no moat
  970. blitAt(moat, moatPos.x,moatPos.y, background);
  971. if(mlip) //eg. tower has no mlip
  972. blitAt(mlip, mlipPos.x, mlipPos.y, background);
  973. SDL_FreeSurface(moat);
  974. SDL_FreeSurface(mlip);
  975. }
  976. }
  977. else
  978. {
  979. std::vector< std::string > & backref = graphics->battleBacks[ curInt->cb->battleGetBattlefieldType() ];
  980. background = BitmapHandler::loadBitmap(backref[ rand() % backref.size()], false );
  981. }
  982. //preparing menu background
  983. menu = BitmapHandler::loadBitmap("CBAR.BMP");
  984. graphics->blueToPlayersAdv(menu, hero1->tempOwner);
  985. //preparing graphics for displaying amounts of creatures
  986. amountNormal = BitmapHandler::loadBitmap("CMNUMWIN.BMP");
  987. CSDL_Ext::alphaTransform(amountNormal);
  988. transformPalette(amountNormal, 0.59f, 0.19f, 0.93f);
  989. amountPositive = BitmapHandler::loadBitmap("CMNUMWIN.BMP");
  990. CSDL_Ext::alphaTransform(amountPositive);
  991. transformPalette(amountPositive, 0.18f, 1.00f, 0.18f);
  992. amountNegative = BitmapHandler::loadBitmap("CMNUMWIN.BMP");
  993. CSDL_Ext::alphaTransform(amountNegative);
  994. transformPalette(amountNegative, 1.00f, 0.18f, 0.18f);
  995. amountEffNeutral = BitmapHandler::loadBitmap("CMNUMWIN.BMP");
  996. CSDL_Ext::alphaTransform(amountEffNeutral);
  997. transformPalette(amountEffNeutral, 1.00f, 1.00f, 0.18f);
  998. ////blitting menu background and terrain
  999. blitAt(background, pos.x, pos.y);
  1000. blitAt(menu, pos.x, 556 + pos.y);
  1001. CSDL_Ext::update();
  1002. //preparing buttons and console
  1003. bOptions = new AdventureMapButton (CGI->generaltexth->zelp[381].first, CGI->generaltexth->zelp[381].second, boost::bind(&CBattleInterface::bOptionsf,this), 3 + pos.x, 561 + pos.y, "icm003.def", SDLK_o);
  1004. bSurrender = new AdventureMapButton (CGI->generaltexth->zelp[379].first, CGI->generaltexth->zelp[379].second, boost::bind(&CBattleInterface::bSurrenderf,this), 54 + pos.x, 561 + pos.y, "icm001.def", SDLK_s);
  1005. bFlee = new AdventureMapButton (CGI->generaltexth->zelp[380].first, CGI->generaltexth->zelp[380].second, boost::bind(&CBattleInterface::bFleef,this), 105 + pos.x, 561 + pos.y, "icm002.def", SDLK_r);
  1006. bSurrender->block(!curInt->cb->battleCanFlee());
  1007. bFlee->block(!curInt->cb->battleCanFlee());
  1008. bAutofight = new AdventureMapButton (CGI->generaltexth->zelp[382].first, CGI->generaltexth->zelp[382].second, boost::bind(&CBattleInterface::bAutofightf,this), 157 + pos.x, 561 + pos.y, "icm004.def", SDLK_a);
  1009. bSpell = new AdventureMapButton (CGI->generaltexth->zelp[385].first, CGI->generaltexth->zelp[385].second, boost::bind(&CBattleInterface::bSpellf,this), 645 + pos.x, 561 + pos.y, "icm005.def", SDLK_c);
  1010. bSpell->block(true);
  1011. bWait = new AdventureMapButton (CGI->generaltexth->zelp[386].first, CGI->generaltexth->zelp[386].second, boost::bind(&CBattleInterface::bWaitf,this), 696 + pos.x, 561 + pos.y, "icm006.def", SDLK_w);
  1012. bDefence = new AdventureMapButton (CGI->generaltexth->zelp[387].first, CGI->generaltexth->zelp[387].second, boost::bind(&CBattleInterface::bDefencef,this), 747 + pos.x, 561 + pos.y, "icm007.def", SDLK_d);
  1013. bDefence->assignedKeys.insert(SDLK_SPACE);
  1014. bConsoleUp = new AdventureMapButton (std::string(), std::string(), boost::bind(&CBattleInterface::bConsoleUpf,this), 624 + pos.x, 561 + pos.y, "ComSlide.def", SDLK_UP);
  1015. bConsoleDown = new AdventureMapButton (std::string(), std::string(), boost::bind(&CBattleInterface::bConsoleDownf,this), 624 + pos.x, 580 + pos.y, "ComSlide.def", SDLK_DOWN);
  1016. bConsoleDown->bitmapOffset = 2;
  1017. console = new CBattleConsole();
  1018. console->pos.x = 211 + pos.x;
  1019. console->pos.y = 560 + pos.y;
  1020. console->pos.w = 406;
  1021. console->pos.h = 38;
  1022. //loading hero animations
  1023. if(hero1) // attacking hero
  1024. {
  1025. int type = hero1->type->heroType;
  1026. if ( type % 2 ) type--;
  1027. if ( hero1->sex ) type++;
  1028. attackingHero = new CBattleHero(graphics->battleHeroes[type], 0, 0, false, hero1->tempOwner, hero1->tempOwner == curInt->playerID ? hero1 : NULL, this);
  1029. attackingHero->pos = genRect(attackingHero->dh->ourImages[0].bitmap->h, attackingHero->dh->ourImages[0].bitmap->w, -40 + pos.x, pos.y);
  1030. }
  1031. else
  1032. {
  1033. attackingHero = NULL;
  1034. }
  1035. if(hero2) // defending hero
  1036. {
  1037. int type = hero2->type->heroType;
  1038. if ( type % 2 ) type--;
  1039. if ( hero2->sex ) type++;
  1040. defendingHero = new CBattleHero(graphics->battleHeroes[type ], 0, 0, true, hero2->tempOwner, hero2->tempOwner == curInt->playerID ? hero2 : NULL, this);
  1041. defendingHero->pos = genRect(defendingHero->dh->ourImages[0].bitmap->h, defendingHero->dh->ourImages[0].bitmap->w, 690 + pos.x, pos.y);
  1042. }
  1043. else
  1044. {
  1045. defendingHero = NULL;
  1046. }
  1047. //preparing cells and hexes
  1048. cellBorder = BitmapHandler::loadBitmap("CCELLGRD.BMP");
  1049. CSDL_Ext::alphaTransform(cellBorder);
  1050. cellShade = BitmapHandler::loadBitmap("CCELLSHD.BMP");
  1051. CSDL_Ext::alphaTransform(cellShade);
  1052. for(int h=0; h<BFIELD_SIZE; ++h)
  1053. {
  1054. bfield[h].myNumber = h;
  1055. int x = 14 + ((h/BFIELD_WIDTH)%2==0 ? 22 : 0) + 44*(h%BFIELD_WIDTH);
  1056. int y = 86 + 42 * (h/BFIELD_WIDTH);
  1057. bfield[h].pos = genRect(cellShade->h, cellShade->w, x + pos.x, y + pos.y);
  1058. bfield[h].accessible = true;
  1059. bfield[h].myInterface = this;
  1060. }
  1061. //locking occupied positions on batlefield
  1062. for(std::map<int, CStack>::iterator it = stacks.begin(); it!=stacks.end(); ++it) //stacks gained at top of this function
  1063. {
  1064. if(it->second.position >= 0) //turrets have position < 0
  1065. bfield[it->second.position].accessible = false;
  1066. }
  1067. //loading projectiles for units
  1068. for(std::map<int, CStack>::iterator g = stacks.begin(); g != stacks.end(); ++g)
  1069. {
  1070. int creID = (g->second.type->idNumber == 149) ? CGI->creh->factionToTurretCreature[siegeH->town->town->typeID] : g->second.type->idNumber; //id of creature whose shots should be loaded
  1071. if(g->second.type->isShooting() && CGI->creh->idToProjectile.find(creID) != CGI->creh->idToProjectile.end())
  1072. {
  1073. idToProjectile[g->second.type->idNumber] = CDefHandler::giveDef(CGI->creh->idToProjectile.find(creID)->second);
  1074. if(idToProjectile[g->second.type->idNumber]->ourImages.size() > 2) //add symmetric images
  1075. {
  1076. for(int k = idToProjectile[g->second.type->idNumber]->ourImages.size()-2; k > 1; --k)
  1077. {
  1078. Cimage ci;
  1079. ci.bitmap = CSDL_Ext::rotate01(idToProjectile[g->second.type->idNumber]->ourImages[k].bitmap);
  1080. ci.groupNumber = 0;
  1081. ci.imName = std::string();
  1082. idToProjectile[g->second.type->idNumber]->ourImages.push_back(ci);
  1083. }
  1084. }
  1085. for(int s=0; s<idToProjectile[g->second.type->idNumber]->ourImages.size(); ++s) //alpha transforming
  1086. {
  1087. CSDL_Ext::alphaTransform(idToProjectile[g->second.type->idNumber]->ourImages[s].bitmap);
  1088. }
  1089. }
  1090. }
  1091. //preparing graphic with cell borders
  1092. cellBorders = CSDL_Ext::newSurface(background->w, background->h, cellBorder);
  1093. //copying palette
  1094. for(int g=0; g<cellBorder->format->palette->ncolors; ++g) //we assume that cellBorders->format->palette->ncolors == 256
  1095. {
  1096. cellBorders->format->palette->colors[g] = cellBorder->format->palette->colors[g];
  1097. }
  1098. //palette copied
  1099. for(int i=0; i<BFIELD_HEIGHT; ++i) //rows
  1100. {
  1101. for(int j=0; j<BFIELD_WIDTH-2; ++j) //columns
  1102. {
  1103. int x = 58 + (i%2==0 ? 22 : 0) + 44*j;
  1104. int y = 86 + 42 * i;
  1105. for(int cellX = 0; cellX < cellBorder->w; ++cellX)
  1106. {
  1107. for(int cellY = 0; cellY < cellBorder->h; ++cellY)
  1108. {
  1109. if(y+cellY < cellBorders->h && x+cellX < cellBorders->w)
  1110. * ((Uint8*)cellBorders->pixels + (y+cellY) * cellBorders->pitch + (x+cellX)) |= * ((Uint8*)cellBorder->pixels + cellY * cellBorder->pitch + cellX);
  1111. }
  1112. }
  1113. }
  1114. }
  1115. backgroundWithHexes = CSDL_Ext::newSurface(background->w, background->h, screen);
  1116. //preparing obstacle defs
  1117. std::vector<CObstacleInstance> obst = curInt->cb->battleGetAllObstacles();
  1118. for(int t=0; t<obst.size(); ++t)
  1119. {
  1120. idToObstacle[obst[t].ID] = CDefHandler::giveDef(CGI->heroh->obstacles.find(obst[t].ID)->second.defName);
  1121. for(int n=0; n<idToObstacle[obst[t].ID]->ourImages.size(); ++n)
  1122. {
  1123. SDL_SetColorKey(idToObstacle[obst[t].ID]->ourImages[n].bitmap, SDL_SRCCOLORKEY, SDL_MapRGB(idToObstacle[obst[t].ID]->ourImages[n].bitmap->format,0,255,255));
  1124. }
  1125. }
  1126. for (int i = 0; i < ARRAY_COUNT(bfield); i++)
  1127. {
  1128. children.push_back(&bfield[i]);
  1129. }
  1130. }
  1131. CBattleInterface::~CBattleInterface()
  1132. {
  1133. if (active) //dirty fix for #485
  1134. {
  1135. deactivate();
  1136. }
  1137. SDL_FreeSurface(background);
  1138. SDL_FreeSurface(menu);
  1139. SDL_FreeSurface(amountNormal);
  1140. SDL_FreeSurface(amountNegative);
  1141. SDL_FreeSurface(amountPositive);
  1142. SDL_FreeSurface(amountEffNeutral);
  1143. SDL_FreeSurface(cellBorders);
  1144. SDL_FreeSurface(backgroundWithHexes);
  1145. delete bOptions;
  1146. delete bSurrender;
  1147. delete bFlee;
  1148. delete bAutofight;
  1149. delete bSpell;
  1150. delete bWait;
  1151. delete bDefence;
  1152. delete bConsoleUp;
  1153. delete bConsoleDown;
  1154. delete console;
  1155. delete givenCommand;
  1156. delete attackingHero;
  1157. delete defendingHero;
  1158. delete queue;
  1159. SDL_FreeSurface(cellBorder);
  1160. SDL_FreeSurface(cellShade);
  1161. for(std::map< int, CCreatureAnimation * >::iterator g=creAnims.begin(); g!=creAnims.end(); ++g)
  1162. delete g->second;
  1163. for(std::map< int, CDefHandler * >::iterator g=idToProjectile.begin(); g!=idToProjectile.end(); ++g)
  1164. delete g->second;
  1165. for(std::map< int, CDefHandler * >::iterator g=idToObstacle.begin(); g!=idToObstacle.end(); ++g)
  1166. delete g->second;
  1167. delete siegeH;
  1168. curInt->battleInt = NULL;
  1169. }
  1170. void CBattleInterface::setPrintCellBorders(bool set)
  1171. {
  1172. curInt->sysOpts.printCellBorders = set;
  1173. curInt->sysOpts.settingsChanged();
  1174. redrawBackgroundWithHexes(activeStack);
  1175. GH.totalRedraw();
  1176. }
  1177. void CBattleInterface::setPrintStackRange(bool set)
  1178. {
  1179. curInt->sysOpts.printStackRange = set;
  1180. curInt->sysOpts.settingsChanged();
  1181. redrawBackgroundWithHexes(activeStack);
  1182. GH.totalRedraw();
  1183. }
  1184. void CBattleInterface::setPrintMouseShadow(bool set)
  1185. {
  1186. curInt->sysOpts.printMouseShadow = set;
  1187. curInt->sysOpts.settingsChanged();
  1188. }
  1189. void CBattleInterface::activate()
  1190. {
  1191. activateKeys();
  1192. activateMouseMove();
  1193. activateRClick();
  1194. bOptions->activate();
  1195. bSurrender->activate();
  1196. bFlee->activate();
  1197. bAutofight->activate();
  1198. bSpell->activate();
  1199. bWait->activate();
  1200. bDefence->activate();
  1201. bConsoleUp->activate();
  1202. bConsoleDown->activate();
  1203. for(int b=0; b<BFIELD_SIZE; ++b)
  1204. {
  1205. bfield[b].activate();
  1206. }
  1207. if(attackingHero)
  1208. attackingHero->activate();
  1209. if(defendingHero)
  1210. defendingHero->activate();
  1211. if(curInt->sysOpts.showQueue)
  1212. queue->activate();
  1213. LOCPLINT->cingconsole->activate();
  1214. }
  1215. void CBattleInterface::deactivate()
  1216. {
  1217. deactivateKeys();
  1218. deactivateMouseMove();
  1219. deactivateRClick();
  1220. bOptions->deactivate();
  1221. bSurrender->deactivate();
  1222. bFlee->deactivate();
  1223. bAutofight->deactivate();
  1224. bSpell->deactivate();
  1225. bWait->deactivate();
  1226. bDefence->deactivate();
  1227. bConsoleUp->deactivate();
  1228. bConsoleDown->deactivate();
  1229. for(int b=0; b<BFIELD_SIZE; ++b)
  1230. {
  1231. bfield[b].deactivate();
  1232. }
  1233. if(attackingHero)
  1234. attackingHero->deactivate();
  1235. if(defendingHero)
  1236. defendingHero->deactivate();
  1237. if(curInt->sysOpts.showQueue)
  1238. queue->deactivate();
  1239. LOCPLINT->cingconsole->deactivate();
  1240. }
  1241. void CBattleInterface::show(SDL_Surface * to)
  1242. {
  1243. std::map<int, CStack> stacks = curInt->cb->battleGetStacks(); //used in a few places
  1244. ++animCount;
  1245. if(!to) //"evaluating" to
  1246. to = screen;
  1247. SDL_Rect buf;
  1248. SDL_GetClipRect(to, &buf);
  1249. SDL_SetClipRect(to, &pos);
  1250. //printing background and hexes
  1251. if(activeStack != -1 && creAnims[activeStack]->getType() != 0) //show everything with range
  1252. {
  1253. blitAt(backgroundWithHexes, pos.x, pos.y, to);
  1254. }
  1255. else
  1256. {
  1257. //showing background
  1258. blitAt(background, pos.x, pos.y, to);
  1259. if(curInt->sysOpts.printCellBorders)
  1260. {
  1261. CSDL_Ext::blit8bppAlphaTo24bpp(cellBorders, NULL, to, &pos);
  1262. }
  1263. }
  1264. //printing hovered cell
  1265. for(int b=0; b<BFIELD_SIZE; ++b)
  1266. {
  1267. if(bfield[b].strictHovered && bfield[b].hovered)
  1268. {
  1269. if(previouslyHoveredHex == -1) previouslyHoveredHex = b; //something to start with
  1270. if(currentlyHoveredHex == -1) currentlyHoveredHex = b; //something to start with
  1271. if(currentlyHoveredHex != b) //repair hover info
  1272. {
  1273. previouslyHoveredHex = currentlyHoveredHex;
  1274. currentlyHoveredHex = b;
  1275. }
  1276. //print shade
  1277. if(spellToCast) //when casting spell
  1278. {
  1279. //calculating spell schoold level
  1280. const CSpell & spToCast = CGI->spellh->spells[spellToCast->additionalInfo];
  1281. ui8 schoolLevel = 0;
  1282. if( curInt->cb->battleGetStackByID(activeStack)->attackerOwned )
  1283. {
  1284. if(attackingHeroInstance)
  1285. schoolLevel = attackingHeroInstance->getSpellSchoolLevel(&spToCast);
  1286. }
  1287. else
  1288. {
  1289. if(defendingHeroInstance)
  1290. schoolLevel = defendingHeroInstance->getSpellSchoolLevel(&spToCast);
  1291. }
  1292. //obtaining range and printing it
  1293. std::set<ui16> shaded = spToCast.rangeInHexes(b, schoolLevel);
  1294. for(std::set<ui16>::iterator it = shaded.begin(); it != shaded.end(); ++it) //for spells with range greater then one hex
  1295. {
  1296. if(curInt->sysOpts.printMouseShadow && (*it % BFIELD_WIDTH != 0) && (*it % BFIELD_WIDTH != 16))
  1297. {
  1298. int x = 14 + ((*it/BFIELD_WIDTH)%2==0 ? 22 : 0) + 44*(*it%BFIELD_WIDTH) + pos.x;
  1299. int y = 86 + 42 * (*it/BFIELD_WIDTH) + pos.y;
  1300. CSDL_Ext::blit8bppAlphaTo24bpp(cellShade, NULL, to, &genRect(cellShade->h, cellShade->w, x, y));
  1301. }
  1302. }
  1303. }
  1304. else if(curInt->sysOpts.printMouseShadow) //when not casting spell
  1305. {
  1306. int x = 14 + ((b/BFIELD_WIDTH)%2==0 ? 22 : 0) + 44*(b%BFIELD_WIDTH) + pos.x;
  1307. int y = 86 + 42 * (b/BFIELD_WIDTH) + pos.y;
  1308. CSDL_Ext::blit8bppAlphaTo24bpp(cellShade, NULL, to, &genRect(cellShade->h, cellShade->w, x, y));
  1309. }
  1310. }
  1311. }
  1312. SDL_SetClipRect(to, &buf); //restoring previous clip_rect
  1313. //prevents blitting outside this window
  1314. SDL_GetClipRect(to, &buf);
  1315. SDL_SetClipRect(to, &pos);
  1316. //preparing obstacles to be shown
  1317. std::vector<CObstacleInstance> obstacles = curInt->cb->battleGetAllObstacles();
  1318. std::multimap<int, int> hexToObstacle;
  1319. for(int b=0; b<obstacles.size(); ++b)
  1320. {
  1321. int position = CGI->heroh->obstacles.find(obstacles[b].ID)->second.getMaxBlocked(obstacles[b].pos);
  1322. hexToObstacle.insert(std::make_pair(position, b));
  1323. }
  1324. ////showing units //a lot of work...
  1325. std::vector<int> stackAliveByHex[BFIELD_SIZE];
  1326. //double loop because dead stacks should be printed first
  1327. for(std::map<int, CStack>::iterator j=stacks.begin(); j!=stacks.end(); ++j)
  1328. {
  1329. if(creAnims.find(j->second.ID) == creAnims.end()) //eg. for summoned but not yet handled stacks
  1330. continue;
  1331. if(creAnims[j->second.ID]->getType() != 5 && j->second.position >= 0) //don't show turrets here
  1332. stackAliveByHex[j->second.position].push_back(j->second.ID);
  1333. }
  1334. std::vector<int> stackDeadByHex[BFIELD_SIZE];
  1335. for(std::map<int, CStack>::iterator j=stacks.begin(); j!=stacks.end(); ++j)
  1336. {
  1337. if(creAnims.find(j->second.ID) == creAnims.end()) //eg. for summoned but not yet handled stacks
  1338. continue;
  1339. if(creAnims[j->second.ID]->getType() == 5)
  1340. stackDeadByHex[j->second.position].push_back(j->second.ID);
  1341. }
  1342. //handle animations
  1343. for(std::list<std::pair<CBattleAnimation *, bool> >::iterator it = pendingAnims.begin(); it != pendingAnims.end(); ++it)
  1344. {
  1345. if(!it->first) //this animation should be deleted
  1346. continue;
  1347. if(!it->second)
  1348. {
  1349. it->second = it->first->init();
  1350. }
  1351. if(it->second && it->first)
  1352. it->first->nextFrame();
  1353. }
  1354. //delete anims
  1355. int preSize = pendingAnims.size();
  1356. for(std::list<std::pair<CBattleAnimation *, bool> >::iterator it = pendingAnims.begin(); it != pendingAnims.end(); ++it)
  1357. {
  1358. if(it->first == NULL)
  1359. {
  1360. pendingAnims.erase(it);
  1361. it = pendingAnims.begin();
  1362. break;
  1363. }
  1364. }
  1365. if(preSize > 0 && pendingAnims.size() == 0)
  1366. {
  1367. //action finished, restore the interface
  1368. if(!active)
  1369. activate();
  1370. //restoring good directions of stacks
  1371. for(std::map<int, CStack>::const_iterator it = stacks.begin(); it != stacks.end(); ++it)
  1372. {
  1373. if(creDir[it->second.ID] != bool(it->second.attackerOwned) && it->second.alive())
  1374. {
  1375. addNewAnim(new CReverseAnim(this, it->second.ID, it->second.position, false));
  1376. }
  1377. }
  1378. //activation of next stack
  1379. if(pendingAnims.size() == 0 && stackToActivate != -1)
  1380. {
  1381. activateStack();
  1382. }
  1383. //anims ended
  1384. animsAreDisplayed.setn(false);
  1385. }
  1386. for(int b=0; b<BFIELD_SIZE; ++b) //showing dead stacks
  1387. {
  1388. for(size_t v=0; v<stackDeadByHex[b].size(); ++v)
  1389. {
  1390. creAnims[stackDeadByHex[b][v]]->nextFrame(to, creAnims[stackDeadByHex[b][v]]->pos.x, creAnims[stackDeadByHex[b][v]]->pos.y, creDir[stackDeadByHex[b][v]], animCount, false); //increment always when moving, never if stack died
  1391. }
  1392. }
  1393. std::vector<int> flyingStacks; //flying stacks should be displayed later, over other stacks and obstacles
  1394. for(int b=0; b<BFIELD_SIZE; ++b) //showing alive stacks
  1395. {
  1396. for(size_t v=0; v<stackAliveByHex[b].size(); ++v)
  1397. {
  1398. int curStackID = stackAliveByHex[b][v];
  1399. if(!stacks[curStackID].hasBonusOfType(Bonus::FLYING) || creAnims[curStackID]->getType() != 0)
  1400. showAliveStack(curStackID, stacks, to);
  1401. else
  1402. flyingStacks.push_back(curStackID);
  1403. }
  1404. //showing obstacles
  1405. std::pair<std::multimap<int, int>::const_iterator, std::multimap<int, int>::const_iterator> obstRange =
  1406. hexToObstacle.equal_range(b);
  1407. for(std::multimap<int, int>::const_iterator it = obstRange.first; it != obstRange.second; ++it)
  1408. {
  1409. CObstacleInstance & curOb = obstacles[it->second];
  1410. std::pair<si16, si16> shift = CGI->heroh->obstacles.find(curOb.ID)->second.posShift;
  1411. int x = ((curOb.pos/BFIELD_WIDTH)%2==0 ? 22 : 0) + 44*(curOb.pos%BFIELD_WIDTH) + pos.x + shift.first;
  1412. int y = 86 + 42 * (curOb.pos/BFIELD_WIDTH) + pos.y + shift.second;
  1413. std::vector<Cimage> &images = idToObstacle[curOb.ID]->ourImages; //reference to animation of obstacle
  1414. blitAt(images[((animCount+1)/(4/curInt->sysOpts.animSpeed))%images.size()].bitmap, x, y, to);
  1415. }
  1416. //showing wall pieces
  1417. showPieceOfWall(to, b, stacks);
  1418. }
  1419. for(int b=0; b<flyingStacks.size(); ++b) //showing flyign stacks
  1420. showAliveStack(flyingStacks[b], stacks, to);
  1421. //units shown
  1422. //showing hero animations
  1423. if(attackingHero)
  1424. attackingHero->show(to);
  1425. if(defendingHero)
  1426. defendingHero->show(to);
  1427. projectileShowHelper(to);//showing projectiles
  1428. //showing spell effects
  1429. if(battleEffects.size())
  1430. {
  1431. for(std::list<SBattleEffect>::iterator it = battleEffects.begin(); it!=battleEffects.end(); ++it)
  1432. {
  1433. SDL_Surface * bitmapToBlit = it->anim->ourImages[(it->frame)%it->anim->ourImages.size()].bitmap;
  1434. SDL_BlitSurface(bitmapToBlit, NULL, to, &genRect(bitmapToBlit->h, bitmapToBlit->w, it->x, it->y));
  1435. }
  1436. }
  1437. SDL_SetClipRect(to, &buf); //restoring previous clip_rect
  1438. //showing menu background and console
  1439. blitAt(menu, pos.x, 556 + pos.y, to);
  1440. console->show(to);
  1441. //showing buttons
  1442. bOptions->show(to);
  1443. bSurrender->show(to);
  1444. bFlee->show(to);
  1445. bAutofight->show(to);
  1446. bSpell->show(to);
  1447. bWait->show(to);
  1448. bDefence->show(to);
  1449. bConsoleUp->show(to);
  1450. bConsoleDown->show(to);
  1451. //showing window with result of battle
  1452. if(resWindow)
  1453. {
  1454. resWindow->show(to);
  1455. }
  1456. //showing in-game console
  1457. LOCPLINT->cingconsole->show(to);
  1458. Rect posWithQueue = Rect(pos.x, pos.y, 800, 600);
  1459. if(curInt->sysOpts.showQueue)
  1460. {
  1461. if(!queue->embedded)
  1462. {
  1463. posWithQueue.y -= queue->pos.h;
  1464. posWithQueue.h += queue->pos.h;
  1465. }
  1466. //showing queue
  1467. if(!bresult)
  1468. queue->showAll(to);
  1469. else
  1470. queue->blitBg(to); //blit only background, stacks are deleted
  1471. }
  1472. //printing border around interface
  1473. if(screen->w != 800 || screen->h !=600)
  1474. {
  1475. CMessage::drawBorder(curInt->playerID,to,posWithQueue.w + 28, posWithQueue.h + 28, posWithQueue.x-14, posWithQueue.y-15);
  1476. }
  1477. }
  1478. void CBattleInterface::keyPressed(const SDL_KeyboardEvent & key)
  1479. {
  1480. if(key.keysym.sym == SDLK_q && key.state == SDL_PRESSED)
  1481. {
  1482. if(curInt->sysOpts.showQueue) //hide queue
  1483. hideQueue();
  1484. else
  1485. showQueue();
  1486. curInt->sysOpts.settingsChanged();
  1487. }
  1488. else if(key.keysym.sym == SDLK_ESCAPE && spellDestSelectMode)
  1489. {
  1490. endCastingSpell();
  1491. }
  1492. }
  1493. void CBattleInterface::mouseMoved(const SDL_MouseMotionEvent &sEvent)
  1494. {
  1495. if(activeStack>=0 && !spellDestSelectMode)
  1496. {
  1497. mouseHoveredStack = -1;
  1498. int myNumber = -1; //number of hovered tile
  1499. for(int g=0; g<BFIELD_SIZE; ++g)
  1500. {
  1501. if(bfield[g].hovered && bfield[g].strictHovered)
  1502. {
  1503. myNumber = g;
  1504. break;
  1505. }
  1506. }
  1507. if(myNumber == -1)
  1508. {
  1509. CGI->curh->changeGraphic(1, 6);
  1510. if(console->whoSetAlter == 0)
  1511. {
  1512. console->alterTxt = "";
  1513. }
  1514. }
  1515. else
  1516. {
  1517. if(std::find(shadedHexes.begin(),shadedHexes.end(),myNumber) == shadedHexes.end())
  1518. {
  1519. const CStack *shere = curInt->cb->battleGetStackByPos(myNumber);
  1520. const CStack *sactive = curInt->cb->battleGetStackByID(activeStack);
  1521. if(shere)
  1522. {
  1523. if(shere->owner == curInt->playerID) //our stack
  1524. {
  1525. if(sactive->hasBonusOfType(Bonus::HEALER))
  1526. {
  1527. //display the possibility to heal this creature
  1528. CGI->curh->changeGraphic(1,17);
  1529. }
  1530. else
  1531. {
  1532. //info about creature
  1533. CGI->curh->changeGraphic(1,5);
  1534. }
  1535. //setting console text
  1536. char buf[500];
  1537. sprintf(buf, CGI->generaltexth->allTexts[297].c_str(), shere->count == 1 ? shere->type->nameSing.c_str() : shere->type->namePl.c_str());
  1538. console->alterTxt = buf;
  1539. console->whoSetAlter = 0;
  1540. mouseHoveredStack = shere->ID;
  1541. if(creAnims[shere->ID]->getType() == 2 && creAnims[shere->ID]->framesInGroup(1) > 0)
  1542. {
  1543. creAnims[shere->ID]->playOnce(1);
  1544. }
  1545. }
  1546. else if(curInt->cb->battleCanShoot(activeStack,myNumber)) //we can shoot enemy
  1547. {
  1548. if(curInt->cb->battleHasDistancePenalty(activeStack, myNumber) ||
  1549. curInt->cb->battleHasWallPenalty(activeStack, myNumber))
  1550. {
  1551. CGI->curh->changeGraphic(1,15);
  1552. }
  1553. else
  1554. {
  1555. CGI->curh->changeGraphic(1,3);
  1556. }
  1557. //setting console text
  1558. char buf[500];
  1559. //calculating estimated dmg
  1560. std::pair<ui32, ui32> estimatedDmg = curInt->cb->battleEstimateDamage(sactive->ID, shere->ID);
  1561. std::ostringstream estDmg;
  1562. estDmg << estimatedDmg.first << " - " << estimatedDmg.second;
  1563. //printing
  1564. sprintf(buf, CGI->generaltexth->allTexts[296].c_str(), shere->count == 1 ? shere->type->nameSing.c_str() : shere->type->namePl.c_str(), sactive->shots, estDmg.str().c_str());
  1565. console->alterTxt = buf;
  1566. console->whoSetAlter = 0;
  1567. }
  1568. else if(isTileAttackable(myNumber)) //available enemy (melee attackable)
  1569. {
  1570. CCursorHandler *cursor = CGI->curh;
  1571. const CBattleHex &hoveredHex = bfield[myNumber];
  1572. const double subdividingAngle = 2.0*M_PI/6.0; // Divide a hex into six sectors.
  1573. const double hexMidX = hoveredHex.pos.x + hoveredHex.pos.w/2;
  1574. const double hexMidY = hoveredHex.pos.y + hoveredHex.pos.h/2;
  1575. const double cursorHexAngle = M_PI - atan2(hexMidY - cursor->ypos, cursor->xpos - hexMidX) + subdividingAngle/2;
  1576. const double sector = fmod(cursorHexAngle/subdividingAngle, 6.0);
  1577. const int zigzagCorrection = !((myNumber/BFIELD_WIDTH)%2); // Off-by-one correction needed to deal with the odd battlefield rows.
  1578. std::vector<int> sectorCursor; // From left to bottom left.
  1579. sectorCursor.push_back(8);
  1580. sectorCursor.push_back(9);
  1581. sectorCursor.push_back(10);
  1582. sectorCursor.push_back(11);
  1583. sectorCursor.push_back(12);
  1584. sectorCursor.push_back(7);
  1585. const bool doubleWide = curInt->cb->battleGetStackByID(activeStack)->doubleWide();
  1586. bool aboveAttackable = true, belowAttackable = true;
  1587. // Exclude directions which cannot be attacked from.
  1588. // Check to the left.
  1589. if (myNumber%BFIELD_WIDTH <= 1 || !vstd::contains(shadedHexes, myNumber - 1))
  1590. {
  1591. sectorCursor[0] = -1;
  1592. }
  1593. // Check top left, top right as well as above for 2-hex creatures.
  1594. if (myNumber/BFIELD_WIDTH == 0)
  1595. {
  1596. sectorCursor[1] = -1;
  1597. sectorCursor[2] = -1;
  1598. aboveAttackable = false;
  1599. }
  1600. else
  1601. {
  1602. if (doubleWide)
  1603. {
  1604. bool attackRow[4] = {true, true, true, true};
  1605. if (myNumber%BFIELD_WIDTH <= 1 || !vstd::contains(shadedHexes, myNumber - BFIELD_WIDTH - 2 + zigzagCorrection))
  1606. attackRow[0] = false;
  1607. if (!vstd::contains(shadedHexes, myNumber - BFIELD_WIDTH - 1 + zigzagCorrection))
  1608. attackRow[1] = false;
  1609. if (!vstd::contains(shadedHexes, myNumber - BFIELD_WIDTH + zigzagCorrection))
  1610. attackRow[2] = false;
  1611. if (myNumber%BFIELD_WIDTH >= BFIELD_WIDTH - 2 || !vstd::contains(shadedHexes, myNumber - BFIELD_WIDTH + 1 + zigzagCorrection))
  1612. attackRow[3] = false;
  1613. if (!(attackRow[0] && attackRow[1]))
  1614. sectorCursor[1] = -1;
  1615. if (!(attackRow[1] && attackRow[2]))
  1616. aboveAttackable = false;
  1617. if (!(attackRow[2] && attackRow[3]))
  1618. sectorCursor[2] = -1;
  1619. }
  1620. else
  1621. {
  1622. if (!vstd::contains(shadedHexes, myNumber - BFIELD_WIDTH - 1 + zigzagCorrection))
  1623. sectorCursor[1] = -1;
  1624. if (!vstd::contains(shadedHexes, myNumber - BFIELD_WIDTH + zigzagCorrection))
  1625. sectorCursor[2] = -1;
  1626. }
  1627. }
  1628. // Check to the right.
  1629. if (myNumber%BFIELD_WIDTH >= BFIELD_WIDTH - 2 || !vstd::contains(shadedHexes, myNumber + 1))
  1630. {
  1631. sectorCursor[3] = -1;
  1632. }
  1633. // Check bottom right, bottom left as well as below for 2-hex creatures.
  1634. if (myNumber/BFIELD_WIDTH == BFIELD_HEIGHT - 1)
  1635. {
  1636. sectorCursor[4] = -1;
  1637. sectorCursor[5] = -1;
  1638. belowAttackable = false;
  1639. }
  1640. else
  1641. {
  1642. if (doubleWide)
  1643. {
  1644. bool attackRow[4] = {true, true, true, true};
  1645. if (myNumber%BFIELD_WIDTH <= 1 || !vstd::contains(shadedHexes, myNumber + BFIELD_WIDTH - 2 + zigzagCorrection))
  1646. attackRow[0] = false;
  1647. if (!vstd::contains(shadedHexes, myNumber + BFIELD_WIDTH - 1 + zigzagCorrection))
  1648. attackRow[1] = false;
  1649. if (!vstd::contains(shadedHexes, myNumber + BFIELD_WIDTH + zigzagCorrection))
  1650. attackRow[2] = false;
  1651. if (myNumber%BFIELD_WIDTH >= BFIELD_WIDTH - 2 || !vstd::contains(shadedHexes, myNumber + BFIELD_WIDTH + 1 + zigzagCorrection))
  1652. attackRow[3] = false;
  1653. if (!(attackRow[0] && attackRow[1]))
  1654. sectorCursor[5] = -1;
  1655. if (!(attackRow[1] && attackRow[2]))
  1656. belowAttackable = false;
  1657. if (!(attackRow[2] && attackRow[3]))
  1658. sectorCursor[4] = -1;
  1659. }
  1660. else
  1661. {
  1662. if (!vstd::contains(shadedHexes, myNumber + BFIELD_WIDTH + zigzagCorrection))
  1663. sectorCursor[4] = -1;
  1664. if (!vstd::contains(shadedHexes, myNumber + BFIELD_WIDTH - 1 + zigzagCorrection))
  1665. sectorCursor[5] = -1;
  1666. }
  1667. }
  1668. // Determine index from sector.
  1669. int cursorIndex;
  1670. if (doubleWide)
  1671. {
  1672. sectorCursor.insert(sectorCursor.begin() + 5, belowAttackable ? 13 : -1);
  1673. sectorCursor.insert(sectorCursor.begin() + 2, aboveAttackable ? 14 : -1);
  1674. if (sector < 1.5)
  1675. cursorIndex = sector;
  1676. else if (sector >= 1.5 && sector < 2.5)
  1677. cursorIndex = 2;
  1678. else if (sector >= 2.5 && sector < 4.5)
  1679. cursorIndex = (int) sector + 1;
  1680. else if (sector >= 4.5 && sector < 5.5)
  1681. cursorIndex = 6;
  1682. else
  1683. cursorIndex = (int) sector + 2;
  1684. }
  1685. else
  1686. {
  1687. cursorIndex = sector;
  1688. }
  1689. // Find the closest direction attackable, starting with the right one.
  1690. // FIXME: Is this really how the original H3 client does it?
  1691. int i = 0;
  1692. while (sectorCursor[(cursorIndex + i)%sectorCursor.size()] == -1)
  1693. i = i <= 0 ? 1 - i : -i; // 0, 1, -1, 2, -2, 3, -3 etc..
  1694. cursor->changeGraphic(1, sectorCursor[(cursorIndex + i)%sectorCursor.size()]);
  1695. //setting console info
  1696. char buf[500];
  1697. //calculating estimated dmg
  1698. std::pair<ui32, ui32> estimatedDmg = curInt->cb->battleEstimateDamage(sactive->ID, shere->ID);
  1699. std::ostringstream estDmg;
  1700. estDmg << estimatedDmg.first << " - " << estimatedDmg.second;
  1701. //printing
  1702. sprintf(buf, CGI->generaltexth->allTexts[36].c_str(), shere->count == 1 ? shere->type->nameSing.c_str() : shere->type->namePl.c_str(), estDmg.str().c_str());
  1703. console->alterTxt = buf;
  1704. console->whoSetAlter = 0;
  1705. }
  1706. else //unavailable enemy
  1707. {
  1708. CGI->curh->changeGraphic(1,0);
  1709. console->alterTxt = "";
  1710. console->whoSetAlter = 0;
  1711. }
  1712. }
  1713. else if( sactive && sactive->hasBonusOfType(Bonus::CATAPULT) && isCatapultAttackable(myNumber) ) //catapulting
  1714. {
  1715. CGI->curh->changeGraphic(1,16);
  1716. console->alterTxt = "";
  1717. console->whoSetAlter = 0;
  1718. }
  1719. else //empty unavailable tile
  1720. {
  1721. CGI->curh->changeGraphic(1,0);
  1722. console->alterTxt = "";
  1723. console->whoSetAlter = 0;
  1724. }
  1725. }
  1726. else //available tile
  1727. {
  1728. //setting console text and cursor
  1729. const CStack *sactive = curInt->cb->battleGetStackByID(activeStack);
  1730. if(sactive) //there can be a moment when stack is dead ut next is not yet activated
  1731. {
  1732. char buf[500];
  1733. if(sactive->hasBonusOfType(Bonus::FLYING))
  1734. {
  1735. CGI->curh->changeGraphic(1,2);
  1736. sprintf(buf, CGI->generaltexth->allTexts[295].c_str(), sactive->count == 1 ? sactive->type->nameSing.c_str() : sactive->type->namePl.c_str());
  1737. }
  1738. else
  1739. {
  1740. CGI->curh->changeGraphic(1,1);
  1741. sprintf(buf, CGI->generaltexth->allTexts[294].c_str(), sactive->count == 1 ? sactive->type->nameSing.c_str() : sactive->type->namePl.c_str());
  1742. }
  1743. console->alterTxt = buf;
  1744. console->whoSetAlter = 0;
  1745. }
  1746. }
  1747. }
  1748. }
  1749. else if(spellDestSelectMode)
  1750. {
  1751. int myNumber = -1; //number of hovered tile
  1752. for(int g=0; g<BFIELD_SIZE; ++g)
  1753. {
  1754. if(bfield[g].hovered && bfield[g].strictHovered)
  1755. {
  1756. myNumber = g;
  1757. break;
  1758. }
  1759. }
  1760. if(myNumber == -1)
  1761. {
  1762. CGI->curh->changeGraphic(1, 0);
  1763. //setting console text
  1764. console->alterTxt = CGI->generaltexth->allTexts[23];
  1765. console->whoSetAlter = 0;
  1766. }
  1767. else
  1768. {
  1769. //get dead stack if we cast resurrection or animate dead
  1770. const CStack * stackUnder = curInt->cb->battleGetStackByPos(myNumber, spellToCast->additionalInfo != 38 && spellToCast->additionalInfo != 39);
  1771. if(stackUnder && spellToCast->additionalInfo == 39 && !stackUnder->hasBonusOfType(Bonus::UNDEAD)) //animate dead can be cast only on undead creatures
  1772. stackUnder = NULL;
  1773. bool whichCase; //for cases 1, 2 and 3
  1774. switch(spellSelMode)
  1775. {
  1776. case 1:
  1777. whichCase = stackUnder && curInt->playerID == stackUnder->owner;
  1778. break;
  1779. case 2:
  1780. whichCase = stackUnder && curInt->playerID != stackUnder->owner;
  1781. break;
  1782. case 3:
  1783. whichCase = stackUnder;
  1784. break;
  1785. }
  1786. switch(spellSelMode)
  1787. {
  1788. case 0:
  1789. CGI->curh->changeGraphic(3, 0);
  1790. //setting console text
  1791. char buf[500];
  1792. sprintf(buf, CGI->generaltexth->allTexts[26].c_str(), CGI->spellh->spells[spellToCast->additionalInfo].name.c_str());
  1793. console->alterTxt = buf;
  1794. console->whoSetAlter = 0;
  1795. break;
  1796. case 1: case 2: case 3:
  1797. if( whichCase )
  1798. {
  1799. CGI->curh->changeGraphic(3, 0);
  1800. //setting console text
  1801. char buf[500];
  1802. std::string creName = stackUnder->count > 1 ? stackUnder->type->namePl : stackUnder->type->nameSing;
  1803. sprintf(buf, CGI->generaltexth->allTexts[27].c_str(), CGI->spellh->spells[spellToCast->additionalInfo].name.c_str(), creName.c_str());
  1804. console->alterTxt = buf;
  1805. console->whoSetAlter = 0;
  1806. break;
  1807. }
  1808. else
  1809. {
  1810. CGI->curh->changeGraphic(1, 0);
  1811. //setting console text
  1812. console->alterTxt = CGI->generaltexth->allTexts[23];
  1813. console->whoSetAlter = 0;
  1814. }
  1815. break;
  1816. case 4: //TODO: implement this case
  1817. if( blockedByObstacle(myNumber) )
  1818. {
  1819. CGI->curh->changeGraphic(3, 0);
  1820. }
  1821. else
  1822. {
  1823. CGI->curh->changeGraphic(1, 0);
  1824. }
  1825. break;
  1826. }
  1827. }
  1828. }
  1829. }
  1830. void CBattleInterface::clickRight(tribool down, bool previousState)
  1831. {
  1832. if(!down && spellDestSelectMode)
  1833. {
  1834. endCastingSpell();
  1835. }
  1836. }
  1837. void CBattleInterface::bOptionsf()
  1838. {
  1839. if(spellDestSelectMode) //we are casting a spell
  1840. return;
  1841. CGI->curh->changeGraphic(0,0);
  1842. SDL_Rect temp_rect = genRect(431, 481, 160, 84);
  1843. CBattleOptionsWindow * optionsWin = new CBattleOptionsWindow(temp_rect, this);
  1844. GH.pushInt(optionsWin);
  1845. }
  1846. void CBattleInterface::bSurrenderf()
  1847. {
  1848. if(spellDestSelectMode) //we are casting a spell
  1849. return;
  1850. }
  1851. void CBattleInterface::bFleef()
  1852. {
  1853. if(spellDestSelectMode) //we are casting a spell
  1854. return;
  1855. if( curInt->cb->battleCanFlee() )
  1856. {
  1857. CFunctionList<void()> ony = boost::bind(&CBattleInterface::reallyFlee,this);
  1858. curInt->showYesNoDialog(CGI->generaltexth->allTexts[28],std::vector<SComponent*>(), ony, 0, false);
  1859. }
  1860. else
  1861. {
  1862. std::vector<SComponent*> comps;
  1863. std::string heroName;
  1864. //calculating fleeing hero's name
  1865. if(attackingHeroInstance)
  1866. if(attackingHeroInstance->tempOwner == curInt->cb->getMyColor())
  1867. heroName = attackingHeroInstance->name;
  1868. if(defendingHeroInstance)
  1869. if(defendingHeroInstance->tempOwner == curInt->cb->getMyColor())
  1870. heroName = defendingHeroInstance->name;
  1871. //calculating text
  1872. char buffer[1000];
  1873. sprintf(buffer, CGI->generaltexth->allTexts[340].c_str(), heroName.c_str());
  1874. //printing message
  1875. curInt->showInfoDialog(std::string(buffer), comps);
  1876. }
  1877. }
  1878. void CBattleInterface::reallyFlee()
  1879. {
  1880. giveCommand(4,0,0);
  1881. CGI->curh->changeGraphic(0, 0);
  1882. }
  1883. void CBattleInterface::bAutofightf()
  1884. {
  1885. if(spellDestSelectMode) //we are casting a spell
  1886. return;
  1887. }
  1888. void CBattleInterface::bSpellf()
  1889. {
  1890. if(spellDestSelectMode) //we are casting a spell
  1891. return;
  1892. CGI->curh->changeGraphic(0,0);
  1893. const CGHeroInstance * chi = NULL;
  1894. if(attackingHeroInstance->tempOwner == curInt->playerID)
  1895. chi = attackingHeroInstance;
  1896. else
  1897. chi = defendingHeroInstance;
  1898. CSpellWindow * spellWindow = new CSpellWindow(genRect(595, 620, (conf.cc.resx - 620)/2, (conf.cc.resy - 595)/2), chi, curInt);
  1899. GH.pushInt(spellWindow);
  1900. }
  1901. void CBattleInterface::bWaitf()
  1902. {
  1903. if(spellDestSelectMode) //we are casting a spell
  1904. return;
  1905. if(activeStack != -1)
  1906. giveCommand(8,0,activeStack);
  1907. }
  1908. void CBattleInterface::bDefencef()
  1909. {
  1910. if(spellDestSelectMode) //we are casting a spell
  1911. return;
  1912. if(activeStack != -1)
  1913. giveCommand(3,0,activeStack);
  1914. }
  1915. void CBattleInterface::bConsoleUpf()
  1916. {
  1917. if(spellDestSelectMode) //we are casting a spell
  1918. return;
  1919. console->scrollUp();
  1920. }
  1921. void CBattleInterface::bConsoleDownf()
  1922. {
  1923. if(spellDestSelectMode) //we are casting a spell
  1924. return;
  1925. console->scrollDown();
  1926. }
  1927. void CBattleInterface::newStack(int stackID)
  1928. {
  1929. const CStack * newStack = curInt->cb->battleGetStackByID(stackID);
  1930. Point coords = CBattleHex::getXYUnitAnim(newStack->position, newStack->owner == attackingHeroInstance->tempOwner, newStack, this);;
  1931. if(newStack->position < 0) //turret
  1932. {
  1933. const CCreature & turretCreature = *CGI->creh->creatures[ CGI->creh->factionToTurretCreature[siegeH->town->town->typeID] ];
  1934. creAnims[stackID] = new CCreatureAnimation(turretCreature.animDefName);
  1935. }
  1936. else
  1937. {
  1938. creAnims[stackID] = new CCreatureAnimation(newStack->type->animDefName);
  1939. }
  1940. creAnims[stackID]->setType(2);
  1941. creAnims[stackID]->pos = Rect(coords.x, coords.y, creAnims[newStack->ID]->fullWidth, creAnims[newStack->ID]->fullHeight);
  1942. creDir[stackID] = newStack->attackerOwned;
  1943. }
  1944. void CBattleInterface::stackRemoved(int stackID)
  1945. {
  1946. delete creAnims[stackID];
  1947. creAnims.erase(stackID);
  1948. creDir.erase(stackID);
  1949. }
  1950. void CBattleInterface::stackActivated(int number)
  1951. {
  1952. //givenCommand = NULL;
  1953. stackToActivate = number;
  1954. if(pendingAnims.size() == 0)
  1955. activateStack();
  1956. }
  1957. void CBattleInterface::stackMoved(int number, int destHex, bool endMoving, int distance)
  1958. {
  1959. addNewAnim(new CBattleStackMoved(this, number, destHex, endMoving, distance));
  1960. }
  1961. void CBattleInterface::stacksAreAttacked(std::vector<SStackAttackedInfo> attackedInfos)
  1962. {
  1963. for(int h = 0; h < attackedInfos.size(); ++h)
  1964. {
  1965. addNewAnim(new CDefenceAnim(attackedInfos[h], this));
  1966. }
  1967. }
  1968. void CBattleInterface::stackAttacking(int ID, int dest, int attackedID)
  1969. {
  1970. addNewAnim(new CMeleeAttack(this, ID, dest, attackedID));
  1971. }
  1972. void CBattleInterface::newRoundFirst( int round )
  1973. {
  1974. //handle regeneration
  1975. std::map<int, CStack> stacks = curInt->cb->battleGetStacks();
  1976. for(std::map<int, CStack>::const_iterator it = stacks.begin(); it != stacks.end(); ++it)
  1977. {
  1978. //don't show animation when no HP is regenerated
  1979. if (it->second.firstHPleft == it->second.MaxHealth())
  1980. {
  1981. continue;
  1982. }
  1983. if( it->second.hasBonusOfType(Bonus::HP_REGENERATION) && it->second.alive() )
  1984. displayEffect(74, it->second.position);
  1985. if( it->second.hasBonusOfType(Bonus::FULL_HP_REGENERATION, 0) && it->second.alive() )
  1986. displayEffect(4, it->second.position);
  1987. if( it->second.hasBonusOfType(Bonus::FULL_HP_REGENERATION, 1) && it->second.alive() )
  1988. displayEffect(74, it->second.position);
  1989. }
  1990. }
  1991. void CBattleInterface::newRound(int number)
  1992. {
  1993. console->addText(CGI->generaltexth->allTexts[412]);
  1994. //unlock spellbook
  1995. //bSpell->block(!curInt->cb->battleCanCastSpell());
  1996. //don't unlock spellbook - this should be done when we have axctive creature
  1997. }
  1998. void CBattleInterface::giveCommand(ui8 action, ui16 tile, ui32 stack, si32 additional)
  1999. {
  2000. if(!curInt->cb->battleGetStackByID(stack) && action != 1 && action != 4 && action != 5)
  2001. {
  2002. return;
  2003. }
  2004. BattleAction * ba = new BattleAction(); //is deleted in CPlayerInterface::activeStack()
  2005. ba->side = defendingHeroInstance ? (curInt->playerID == defendingHeroInstance->tempOwner) : false;
  2006. ba->actionType = action;
  2007. ba->destinationTile = tile;
  2008. ba->stackNumber = stack;
  2009. ba->additionalInfo = additional;
  2010. //some basic validations
  2011. switch(action)
  2012. {
  2013. case 6:
  2014. assert(curInt->cb->battleGetStackByPos(additional)); //stack to attack must exist
  2015. case 2: case 7: case 9:
  2016. assert(tile < BFIELD_SIZE);
  2017. break;
  2018. }
  2019. myTurn = false;
  2020. activeStack = -1;
  2021. givenCommand->setn(ba);
  2022. }
  2023. bool CBattleInterface::isTileAttackable(const int & number) const
  2024. {
  2025. for(size_t b=0; b<shadedHexes.size(); ++b)
  2026. {
  2027. if(BattleInfo::mutualPosition(shadedHexes[b], number) != -1 || shadedHexes[b] == number)
  2028. return true;
  2029. }
  2030. return false;
  2031. }
  2032. bool CBattleInterface::blockedByObstacle(int hex) const
  2033. {
  2034. std::vector<CObstacleInstance> obstacles = curInt->cb->battleGetAllObstacles();
  2035. std::set<int> coveredHexes;
  2036. for(int b = 0; b < obstacles.size(); ++b)
  2037. {
  2038. std::vector<int> blocked = CGI->heroh->obstacles.find(obstacles[b].ID)->second.getBlocked(obstacles[b].pos);
  2039. for(int w = 0; w < blocked.size(); ++w)
  2040. coveredHexes.insert(blocked[w]);
  2041. }
  2042. return vstd::contains(coveredHexes, hex);
  2043. }
  2044. bool CBattleInterface::isCatapultAttackable(int hex) const
  2045. {
  2046. if(!siegeH)
  2047. return false;
  2048. int wallUnder = curInt->cb->battleGetWallUnderHex(hex);
  2049. if(wallUnder == -1)
  2050. return false;
  2051. return curInt->cb->battleGetWallState(wallUnder) < 3;
  2052. }
  2053. const CGHeroInstance * CBattleInterface::getActiveHero()
  2054. {
  2055. const CStack * attacker = curInt->cb->battleGetStackByID(activeStack);
  2056. if (!attacker)
  2057. {
  2058. return NULL;
  2059. }
  2060. if (attacker->attackerOwned)
  2061. {
  2062. return attackingHeroInstance;
  2063. }
  2064. return defendingHeroInstance;
  2065. }
  2066. void CBattleInterface::hexLclicked(int whichOne)
  2067. {
  2068. const CStack * actSt = curInt->cb->battleGetStackByID(activeStack);
  2069. if( ((whichOne%BFIELD_WIDTH)!=0 && (whichOne%BFIELD_WIDTH)!=(BFIELD_WIDTH-1)) //if player is trying to attack enemey unit or move creature stack
  2070. || (actSt->hasBonusOfType(Bonus::CATAPULT) && !spellDestSelectMode )
  2071. )
  2072. {
  2073. if(!myTurn)
  2074. return; //we are not permit to do anything
  2075. if(spellDestSelectMode)
  2076. {
  2077. //checking destination
  2078. bool allowCasting = true;
  2079. bool onlyAlive = spellToCast->additionalInfo != 38 && spellToCast->additionalInfo != 39; //when casting resurrection or animate dead we should be allow to select dead stack
  2080. switch(spellSelMode)
  2081. {
  2082. case 1:
  2083. if(!curInt->cb->battleGetStackByPos(whichOne, onlyAlive) || curInt->playerID != curInt->cb->battleGetStackByPos(whichOne, onlyAlive)->owner )
  2084. allowCasting = false;
  2085. break;
  2086. case 2:
  2087. if(!curInt->cb->battleGetStackByPos(whichOne, onlyAlive) || curInt->playerID == curInt->cb->battleGetStackByPos(whichOne, onlyAlive)->owner )
  2088. allowCasting = false;
  2089. break;
  2090. case 3:
  2091. if(!curInt->cb->battleGetStackByPos(whichOne, onlyAlive))
  2092. allowCasting = false;
  2093. break;
  2094. case 4:
  2095. if(!blockedByObstacle(whichOne))
  2096. allowCasting = false;
  2097. case 5: //teleport
  2098. const CSpell *s = &CGI->spellh->spells[spellToCast->additionalInfo];
  2099. ui8 skill = getActiveHero()->getSpellSchoolLevel(s); //skill level
  2100. if (!curInt->cb->battleCanTeleportTo(activeStack, whichOne, skill))
  2101. {
  2102. allowCasting = false;
  2103. }
  2104. break;
  2105. }
  2106. //destination checked
  2107. if(allowCasting)
  2108. {
  2109. spellToCast->destinationTile = whichOne;
  2110. curInt->cb->battleMakeAction(spellToCast);
  2111. endCastingSpell();
  2112. }
  2113. }
  2114. else //we don't cast any spell
  2115. {
  2116. const CStack* dest = curInt->cb->battleGetStackByPos(whichOne); //creature at destination tile; -1 if there is no one
  2117. if(!dest || !dest->alive()) //no creature at that tile
  2118. {
  2119. if(std::find(shadedHexes.begin(),shadedHexes.end(),whichOne)!=shadedHexes.end())// and it's in our range
  2120. {
  2121. CGI->curh->changeGraphic(1, 6); //cursor should be changed
  2122. if(curInt->cb->battleGetStackByID(activeStack)->doubleWide())
  2123. {
  2124. std::vector<int> acc = curInt->cb->battleGetAvailableHexes(activeStack, false);
  2125. int shiftedDest = whichOne + (curInt->cb->battleGetStackByID(activeStack)->attackerOwned ? 1 : -1);
  2126. if(vstd::contains(acc, whichOne))
  2127. giveCommand(2,whichOne,activeStack);
  2128. else if(vstd::contains(acc, shiftedDest))
  2129. giveCommand(2,shiftedDest,activeStack);
  2130. }
  2131. else
  2132. {
  2133. giveCommand(2,whichOne,activeStack);
  2134. }
  2135. }
  2136. else if(actSt->hasBonusOfType(Bonus::CATAPULT) && isCatapultAttackable(whichOne)) //attacking (catapult)
  2137. {
  2138. giveCommand(9,whichOne,activeStack);
  2139. }
  2140. }
  2141. else if(dest->owner != actSt->owner
  2142. && curInt->cb->battleCanShoot(activeStack, whichOne) ) //shooting
  2143. {
  2144. CGI->curh->changeGraphic(1, 6); //cursor should be changed
  2145. giveCommand(7,whichOne,activeStack);
  2146. }
  2147. else if(dest->owner != actSt->owner) //attacking
  2148. {
  2149. const CStack * actStack = curInt->cb->battleGetStackByID(activeStack);
  2150. int attackFromHex = -1; //hex from which we will attack chosen stack
  2151. switch(CGI->curh->number)
  2152. {
  2153. case 12: //from bottom right
  2154. {
  2155. bool doubleWide = actStack->doubleWide();
  2156. int destHex = whichOne + ( (whichOne/BFIELD_WIDTH)%2 ? BFIELD_WIDTH : BFIELD_WIDTH+1 ) +
  2157. (actStack->attackerOwned && doubleWide ? 1 : 0);
  2158. if(vstd::contains(shadedHexes, destHex))
  2159. attackFromHex = destHex;
  2160. else if(actStack->attackerOwned) //if we are attacker
  2161. {
  2162. if(vstd::contains(shadedHexes, destHex+1))
  2163. attackFromHex = destHex+1;
  2164. }
  2165. else //if we are defender
  2166. {
  2167. if(vstd::contains(shadedHexes, destHex-1))
  2168. attackFromHex = destHex-1;
  2169. }
  2170. break;
  2171. }
  2172. case 7: //from bottom left
  2173. {
  2174. int destHex = whichOne + ( (whichOne/BFIELD_WIDTH)%2 ? BFIELD_WIDTH-1 : BFIELD_WIDTH );
  2175. if(vstd::contains(shadedHexes, destHex))
  2176. attackFromHex = destHex;
  2177. else if(actStack->attackerOwned) //if we are attacker
  2178. {
  2179. if(vstd::contains(shadedHexes, destHex+1))
  2180. attackFromHex = destHex+1;
  2181. }
  2182. else //if we are defender
  2183. {
  2184. if(vstd::contains(shadedHexes, destHex-1))
  2185. attackFromHex = destHex-1;
  2186. }
  2187. break;
  2188. }
  2189. case 8: //from left
  2190. {
  2191. if(actStack->doubleWide() && !actStack->attackerOwned)
  2192. {
  2193. std::vector<int> acc = curInt->cb->battleGetAvailableHexes(activeStack, false);
  2194. if(vstd::contains(acc, whichOne))
  2195. attackFromHex = whichOne - 1;
  2196. else
  2197. attackFromHex = whichOne - 2;
  2198. }
  2199. else
  2200. {
  2201. attackFromHex = whichOne - 1;
  2202. }
  2203. break;
  2204. }
  2205. case 9: //from top left
  2206. {
  2207. int destHex = whichOne - ( (whichOne/BFIELD_WIDTH)%2 ? BFIELD_WIDTH+1 : BFIELD_WIDTH );
  2208. if(vstd::contains(shadedHexes, destHex))
  2209. attackFromHex = destHex;
  2210. else if(actStack->attackerOwned) //if we are attacker
  2211. {
  2212. if(vstd::contains(shadedHexes, destHex+1))
  2213. attackFromHex = destHex+1;
  2214. }
  2215. else //if we are defender
  2216. {
  2217. if(vstd::contains(shadedHexes, destHex-1))
  2218. attackFromHex = destHex-1;
  2219. }
  2220. break;
  2221. }
  2222. case 10: //from top right
  2223. {
  2224. bool doubleWide = actStack->doubleWide();
  2225. int destHex = whichOne - ( (whichOne/BFIELD_WIDTH)%2 ? BFIELD_WIDTH : BFIELD_WIDTH-1 ) +
  2226. (actStack->attackerOwned && doubleWide ? 1 : 0);
  2227. if(vstd::contains(shadedHexes, destHex))
  2228. attackFromHex = destHex;
  2229. else if(actStack->attackerOwned) //if we are attacker
  2230. {
  2231. if(vstd::contains(shadedHexes, destHex+1))
  2232. attackFromHex = destHex+1;
  2233. }
  2234. else //if we are defender
  2235. {
  2236. if(vstd::contains(shadedHexes, destHex-1))
  2237. attackFromHex = destHex-1;
  2238. }
  2239. break;
  2240. }
  2241. case 11: //from right
  2242. {
  2243. if(actStack->doubleWide() && actStack->attackerOwned)
  2244. {
  2245. std::vector<int> acc = curInt->cb->battleGetAvailableHexes(activeStack, false);
  2246. if(vstd::contains(acc, whichOne))
  2247. attackFromHex = whichOne + 1;
  2248. else
  2249. attackFromHex = whichOne + 2;
  2250. }
  2251. else
  2252. {
  2253. attackFromHex = whichOne + 1;
  2254. }
  2255. break;
  2256. }
  2257. case 13: //from bottom
  2258. {
  2259. int destHex = whichOne + ( (whichOne/BFIELD_WIDTH)%2 ? BFIELD_WIDTH : BFIELD_WIDTH+1 );
  2260. if(vstd::contains(shadedHexes, destHex))
  2261. attackFromHex = destHex;
  2262. else if(attackingHeroInstance->tempOwner == curInt->cb->getMyColor()) //if we are attacker
  2263. {
  2264. if(vstd::contains(shadedHexes, destHex+1))
  2265. attackFromHex = destHex+1;
  2266. }
  2267. else //if we are defender
  2268. {
  2269. if(vstd::contains(shadedHexes, destHex-1))
  2270. attackFromHex = destHex-1;
  2271. }
  2272. break;
  2273. }
  2274. case 14: //from top
  2275. {
  2276. int destHex = whichOne - ( (whichOne/BFIELD_WIDTH)%2 ? BFIELD_WIDTH : BFIELD_WIDTH-1 );
  2277. if(vstd::contains(shadedHexes, destHex))
  2278. attackFromHex = destHex;
  2279. else if(attackingHeroInstance->tempOwner == curInt->cb->getMyColor()) //if we are attacker
  2280. {
  2281. if(vstd::contains(shadedHexes, destHex+1))
  2282. attackFromHex = destHex+1;
  2283. }
  2284. else //if we are defender
  2285. {
  2286. if(vstd::contains(shadedHexes, destHex-1))
  2287. attackFromHex = destHex-1;
  2288. }
  2289. break;
  2290. }
  2291. }
  2292. if(attackFromHex >= 0) //we can be in this line when unreachable creature is L - clicked (as of revision 1308)
  2293. {
  2294. giveCommand(6, attackFromHex, activeStack, whichOne);
  2295. CGI->curh->changeGraphic(1, 6); //cursor should be changed
  2296. }
  2297. }
  2298. else if (actSt->hasBonusOfType(Bonus::HEALER) && actSt->owner == dest->owner) //friendly creature we can heal
  2299. {
  2300. giveCommand(12, whichOne, activeStack); //command healing
  2301. CGI->curh->changeGraphic(1, 6); //cursor should be changed
  2302. }
  2303. }
  2304. }
  2305. }
  2306. void CBattleInterface::stackIsShooting(int ID, int dest, int attackedID)
  2307. {
  2308. addNewAnim(new CShootingAnim(this, ID, dest, attackedID));
  2309. }
  2310. void CBattleInterface::stackIsCatapulting(const CatapultAttack & ca)
  2311. {
  2312. for(std::set< std::pair< std::pair< ui8, si16 >, ui8> >::const_iterator it = ca.attackedParts.begin(); it != ca.attackedParts.end(); ++it)
  2313. {
  2314. addNewAnim(new CShootingAnim(this, ca.attacker, it->first.second, -1, true, it->second));
  2315. SDL_FreeSurface(siegeH->walls[it->first.first + 2]);
  2316. siegeH->walls[it->first.first + 2] = BitmapHandler::loadBitmap(
  2317. siegeH->getSiegeName(it->first.first + 2, curInt->cb->battleGetWallState(it->first.first)) );
  2318. }
  2319. }
  2320. void CBattleInterface::battleFinished(const BattleResult& br)
  2321. {
  2322. bresult = &br;
  2323. LOCPLINT->pim->unlock();
  2324. animsAreDisplayed.waitUntil(false);
  2325. LOCPLINT->pim->lock();
  2326. displayBattleFinished();
  2327. }
  2328. void CBattleInterface::displayBattleFinished()
  2329. {
  2330. CGI->curh->changeGraphic(0,0);
  2331. SDL_Rect temp_rect = genRect(561, 470, (screen->w - 800)/2 + 165, (screen->h - 600)/2 + 19);
  2332. CGI->musich->stopMusic();
  2333. resWindow = new CBattleResultWindow(*bresult, temp_rect, this);
  2334. GH.pushInt(resWindow);
  2335. }
  2336. void CBattleInterface::spellCast(BattleSpellCast * sc)
  2337. {
  2338. const CSpell &spell = CGI->spellh->spells[sc->id];
  2339. //spell opening battle is cast when no stack is active
  2340. if(sc->castedByHero && ( activeStack == -1 || sc->side == !curInt->cb->battleGetStackByID(activeStack)->attackerOwned) )
  2341. bSpell->block(true);
  2342. std::vector< std::string > anims; //for magic arrow and ice bolt
  2343. if (spell.soundID != soundBase::invalid)
  2344. CGI->soundh->playSound(spell.soundID);
  2345. switch(sc->id)
  2346. {
  2347. case 15: //magic arrow
  2348. {
  2349. //initialization of anims
  2350. 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");
  2351. }
  2352. case 16: //ice bolt
  2353. {
  2354. if(anims.size() == 0) //initialization of anims
  2355. {
  2356. 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");
  2357. }
  2358. } //end of ice bolt only part
  2359. { //common ice bolt and magic arrow part
  2360. //initial variables
  2361. std::string animToDisplay;
  2362. Point srccoord = (sc->side ? Point(770, 60) : Point(30, 60)) + pos;
  2363. Point destcoord = CBattleHex::getXYUnitAnim(sc->tile, !sc->side, curInt->cb->battleGetStackByPos(sc->tile), this); //position attacked by arrow
  2364. destcoord.x += 250; destcoord.y += 240;
  2365. //animation angle
  2366. float angle = atan2(float(destcoord.x - srccoord.x), float(destcoord.y - srccoord.y));
  2367. bool Vflip = false;
  2368. if (angle < 0)
  2369. {
  2370. Vflip = true;
  2371. angle = -angle;
  2372. }
  2373. //choosing animation by angle
  2374. if(angle > 1.50)
  2375. animToDisplay = anims[0];
  2376. else if(angle > 1.20)
  2377. animToDisplay = anims[1];
  2378. else if(angle > 0.90)
  2379. animToDisplay = anims[2];
  2380. else if(angle > 0.60)
  2381. animToDisplay = anims[3];
  2382. else
  2383. animToDisplay = anims[4];
  2384. //displaying animation
  2385. CDefEssential * animDef = CDefHandler::giveDefEss(animToDisplay);
  2386. int steps = sqrt((float)((destcoord.x - srccoord.x)*(destcoord.x - srccoord.x) + (destcoord.y - srccoord.y) * (destcoord.y - srccoord.y))) / 40;
  2387. if(steps <= 0)
  2388. steps = 1;
  2389. int dx = (destcoord.x - srccoord.x - animDef->ourImages[0].bitmap->w)/steps, dy = (destcoord.y - srccoord.y - animDef->ourImages[0].bitmap->h)/steps;
  2390. delete animDef;
  2391. addNewAnim(new CSpellEffectAnim(this, animToDisplay, srccoord.x, srccoord.y, dx, dy, Vflip));
  2392. break; //for 15 and 16 cases
  2393. }
  2394. case 17: //lightning bolt
  2395. case 77: //thunderbolt
  2396. displayEffect(1, sc->tile);
  2397. displayEffect(spell.mainEffectAnim, sc->tile);
  2398. break;
  2399. case 35: //dispel
  2400. case 37: //cure
  2401. case 38: //resurrection
  2402. case 39: //animate dead
  2403. case 78: //dispel helpful spells
  2404. for(std::set<ui32>::const_iterator it = sc->affectedCres.begin(); it != sc->affectedCres.end(); ++it)
  2405. {
  2406. displayEffect(spell.mainEffectAnim, curInt->cb->battleGetStackByID(*it, false)->position);
  2407. }
  2408. break;
  2409. case 66: case 67: case 68: case 69: //summon elemental
  2410. addNewAnim(new CDummyAnim(this, 2));
  2411. break;
  2412. } //switch(sc->id)
  2413. //support for resistance
  2414. for(int j=0; j<sc->resisted.size(); ++j)
  2415. {
  2416. int tile = curInt->cb->battleGetStackByID(sc->resisted[j])->position;
  2417. displayEffect(78, tile);
  2418. }
  2419. //displaying message in console
  2420. if(sc->affectedCres.size() == 1)
  2421. {
  2422. std::string text = CGI->generaltexth->allTexts[195];
  2423. if(sc->castedByHero)
  2424. {
  2425. boost::algorithm::replace_first(text, "%s", curInt->cb->battleGetFightingHero(sc->side)->name);
  2426. }
  2427. else
  2428. {
  2429. boost::algorithm::replace_first(text, "%s", "Creature"); //TODO: better fix
  2430. }
  2431. boost::algorithm::replace_first(text, "%s", CGI->spellh->spells[sc->id].name);
  2432. boost::algorithm::replace_first(text, "%s", curInt->cb->battleGetStackByID(*sc->affectedCres.begin(), false)->type->namePl );
  2433. console->addText(text);
  2434. }
  2435. else
  2436. {
  2437. std::string text = CGI->generaltexth->allTexts[196];
  2438. if(sc->castedByHero)
  2439. {
  2440. boost::algorithm::replace_first(text, "%s", curInt->cb->battleGetFightingHero(sc->side)->name);
  2441. }
  2442. else
  2443. {
  2444. boost::algorithm::replace_first(text, "%s", "Creature"); //TODO: better fix
  2445. }
  2446. boost::algorithm::replace_first(text, "%s", CGI->spellh->spells[sc->id].name);
  2447. console->addText(text);
  2448. }
  2449. if(sc->dmgToDisplay != 0)
  2450. {
  2451. std::string dmgInfo = CGI->generaltexth->allTexts[343].substr(1, CGI->generaltexth->allTexts[343].size() - 1);
  2452. boost::algorithm::replace_first(dmgInfo, "%d", boost::lexical_cast<std::string>(sc->dmgToDisplay));
  2453. console->addText(dmgInfo);
  2454. }
  2455. }
  2456. void CBattleInterface::battleStacksEffectsSet(const SetStackEffect & sse)
  2457. {
  2458. for(std::vector<ui32>::const_iterator ci = sse.stacks.begin(); ci!=sse.stacks.end(); ++ci)
  2459. {
  2460. displayEffect(CGI->spellh->spells[sse.effect.id].mainEffectAnim, curInt->cb->battleGetStackByID(*ci)->position);
  2461. }
  2462. if (activeStack != -1) //it can be -1 when a creature casts effect
  2463. {
  2464. redrawBackgroundWithHexes(activeStack);
  2465. }
  2466. }
  2467. void CBattleInterface::castThisSpell(int spellID)
  2468. {
  2469. BattleAction * ba = new BattleAction;
  2470. ba->actionType = 1;
  2471. ba->additionalInfo = spellID; //spell number
  2472. ba->destinationTile = -1;
  2473. ba->stackNumber = (attackingHeroInstance->tempOwner == curInt->playerID) ? -1 : -2;
  2474. ba->side = defendingHeroInstance ? (curInt->playerID == defendingHeroInstance->tempOwner) : false;
  2475. spellToCast = ba;
  2476. spellDestSelectMode = true;
  2477. //choosing possible tragets
  2478. const CGHeroInstance * castingHero = (attackingHeroInstance->tempOwner == curInt->playerID) ? attackingHeroInstance : defendingHeroInstance;
  2479. const CSpell & spell = CGI->spellh->spells[spellID];
  2480. spellSelMode = 0;
  2481. if(spell.attributes.find("CREATURE_TARGET") != std::string::npos) //spell to be cast on one specific creature
  2482. {
  2483. switch(spell.positiveness)
  2484. {
  2485. case -1 :
  2486. spellSelMode = 2;
  2487. break;
  2488. case 0:
  2489. spellSelMode = 3;
  2490. break;
  2491. case 1:
  2492. spellSelMode = 1;
  2493. break;
  2494. }
  2495. }
  2496. if(spell.attributes.find("CREATURE_TARGET_1") != std::string::npos ||
  2497. spell.attributes.find("CREATURE_TARGET_2") != std::string::npos) //spell to be cast on a specific creature but massive on expert
  2498. {
  2499. if(castingHero && castingHero->getSpellSchoolLevel(&spell) < 3)
  2500. {
  2501. switch(spell.positiveness)
  2502. {
  2503. case -1 :
  2504. spellSelMode = 2;
  2505. break;
  2506. case 0:
  2507. spellSelMode = 3;
  2508. break;
  2509. case 1:
  2510. spellSelMode = 1;
  2511. break;
  2512. }
  2513. }
  2514. else
  2515. {
  2516. spellSelMode = -1;
  2517. }
  2518. }
  2519. if(spell.attributes.find("OBSTACLE_TARGET") != std::string::npos) //spell to be cast on an obstacle
  2520. {
  2521. spellSelMode = 4;
  2522. }
  2523. if(spell.range[ castingHero->getSpellSchoolLevel(&spell) ] == "X") //spell has no range
  2524. {
  2525. spellSelMode = -1;
  2526. }
  2527. if(spell.id == 63) //teleport
  2528. {
  2529. spellSelMode = 5;
  2530. }
  2531. if(spell.range[ castingHero->getSpellSchoolLevel(&spell) ].size() > 1) //spell has many-hex range
  2532. {
  2533. spellSelMode = 0;
  2534. }
  2535. if(spellSelMode == -1) //user does not have to select location
  2536. {
  2537. spellToCast->destinationTile = -1;
  2538. curInt->cb->battleMakeAction(spellToCast);
  2539. endCastingSpell();
  2540. }
  2541. else
  2542. {
  2543. CGI->curh->changeGraphic(3, 0);
  2544. }
  2545. }
  2546. void CBattleInterface::displayEffect(ui32 effect, int destTile)
  2547. {
  2548. addNewAnim(new CSpellEffectAnim(this, effect, destTile));
  2549. }
  2550. void CBattleInterface::setAnimSpeed(int set)
  2551. {
  2552. curInt->sysOpts.animSpeed = set;
  2553. curInt->sysOpts.settingsChanged();
  2554. }
  2555. int CBattleInterface::getAnimSpeed() const
  2556. {
  2557. return curInt->sysOpts.animSpeed;
  2558. curInt->sysOpts.settingsChanged();
  2559. }
  2560. void CBattleInterface::activateStack()
  2561. {
  2562. activeStack = stackToActivate;
  2563. stackToActivate = -1;
  2564. myTurn = true;
  2565. curInt = attackerInt->playerID == LOCPLINT->cb->battleGetStackByID(activeStack)->owner ? attackerInt : defenderInt;
  2566. queue->update();
  2567. redrawBackgroundWithHexes(activeStack);
  2568. bWait->block(vstd::contains(curInt->cb->battleGetStackByID(activeStack)->state, WAITING)); //block waiting button if stack has been already waiting
  2569. //block cast spell button if hero doesn't have a spellbook
  2570. bSpell->block(!curInt->cb->battleCanCastSpell());
  2571. bSurrender->block(!curInt->cb->battleCanFlee());
  2572. bFlee->block(!curInt->cb->battleCanFlee());
  2573. GH.fakeMouseMove();
  2574. if(!pendingAnims.size() && !active)
  2575. activate();
  2576. }
  2577. float CBattleInterface::getAnimSpeedMultiplier() const
  2578. {
  2579. switch(curInt->sysOpts.animSpeed)
  2580. {
  2581. case 1:
  2582. return 3.5f;
  2583. case 2:
  2584. return 2.2f;
  2585. case 4:
  2586. return 1.0f;
  2587. default:
  2588. return 0.0f;
  2589. }
  2590. }
  2591. void CBattleInterface::endCastingSpell()
  2592. {
  2593. assert(spellDestSelectMode);
  2594. delete spellToCast;
  2595. spellToCast = NULL;
  2596. spellDestSelectMode = false;
  2597. CGI->curh->changeGraphic(1, 6);
  2598. }
  2599. void CBattleInterface::showAliveStack(int ID, const std::map<int, CStack> & stacks, SDL_Surface * to)
  2600. {
  2601. if(creAnims.find(ID) == creAnims.end()) //eg. for summoned but not yet handled stacks
  2602. return;
  2603. const CStack &curStack = stacks.find(ID)->second;
  2604. int animType = creAnims[ID]->getType();
  2605. int affectingSpeed = curInt->sysOpts.animSpeed;
  2606. if(animType == 1 || animType == 2) //standing stacks should not stand faster :)
  2607. affectingSpeed = 2;
  2608. bool incrementFrame = (animCount%(4/affectingSpeed)==0) && animType!=5 && animType!=20 && animType!=2;
  2609. if(animType == 2)
  2610. {
  2611. if(standingFrame.find(ID)!=standingFrame.end())
  2612. {
  2613. incrementFrame = (animCount%(8/affectingSpeed)==0);
  2614. if(incrementFrame)
  2615. {
  2616. ++standingFrame[ID];
  2617. if(standingFrame[ID] == creAnims[ID]->framesInGroup(2))
  2618. {
  2619. standingFrame.erase(standingFrame.find(ID));
  2620. }
  2621. }
  2622. }
  2623. else
  2624. {
  2625. if((rand()%50) == 0)
  2626. {
  2627. standingFrame.insert(std::make_pair(ID, 0));
  2628. }
  2629. }
  2630. }
  2631. creAnims[ID]->nextFrame(to, creAnims[ID]->pos.x, creAnims[ID]->pos.y, creDir[ID], animCount, incrementFrame, ID==activeStack, ID==mouseHoveredStack); //increment always when moving, never if stack died
  2632. //printing amount
  2633. if(curStack.count > 0 //don't print if stack is not alive
  2634. && (!curInt->curAction
  2635. || (curInt->curAction->stackNumber != ID //don't print if stack is currently taking an action
  2636. && (curInt->curAction->actionType != 6 || curStack.position != curInt->curAction->additionalInfo) //nor if it's an object of attack
  2637. && (curInt->curAction->destinationTile != curStack.position) //nor if it's on destination tile for current action
  2638. )
  2639. )
  2640. && !curStack.hasBonusOfType(Bonus::SIEGE_WEAPON) //and not a war machine...
  2641. )
  2642. {
  2643. int xAdd = curStack.attackerOwned ? 220 : 202;
  2644. //blitting amoutn background box
  2645. SDL_Surface *amountBG = NULL;
  2646. BonusList spellEffects = curStack.getSpellBonuses();
  2647. if(!spellEffects.size())
  2648. {
  2649. amountBG = amountNormal;
  2650. }
  2651. else
  2652. {
  2653. int pos=0; //determining total positiveness of effects
  2654. std::vector<si32> spellIds = curStack.activeSpells();
  2655. for(std::vector<si32>::const_iterator it = spellIds.begin(); it != spellIds.end(); it++)
  2656. {
  2657. pos += CGI->spellh->spells[ *it ].positiveness;
  2658. }
  2659. if(pos > 0)
  2660. {
  2661. amountBG = amountPositive;
  2662. }
  2663. else if(pos < 0)
  2664. {
  2665. amountBG = amountNegative;
  2666. }
  2667. else
  2668. {
  2669. amountBG = amountEffNeutral;
  2670. }
  2671. }
  2672. SDL_BlitSurface(amountBG, NULL, to, &genRect(amountNormal->h, amountNormal->w, creAnims[ID]->pos.x + xAdd, creAnims[ID]->pos.y + 260));
  2673. //blitting amount
  2674. CSDL_Ext::printAtMiddle(
  2675. makeNumberShort(curStack.count),
  2676. creAnims[ID]->pos.x + xAdd + 15,
  2677. creAnims[ID]->pos.y + 260 + 5,
  2678. FONT_TINY,
  2679. zwykly,
  2680. to
  2681. );
  2682. }
  2683. }
  2684. void CBattleInterface::showPieceOfWall(SDL_Surface * to, int hex, const std::map<int, CStack> & stacks)
  2685. {
  2686. if(!siegeH)
  2687. return;
  2688. static const std::map<int, int> hexToPart = boost::assign::map_list_of(12, 8)(16, 1)(29, 7)(50, 2)(62, 12)(78, 6)(112, 10)(147, 5)(165, 11)(182, 3)(186, 0);
  2689. //additionally print bottom wall
  2690. if(hex == 182)
  2691. {
  2692. siegeH->printPartOfWall(to, 4);
  2693. }
  2694. std::map<int, int>::const_iterator it = hexToPart.find(hex);
  2695. if(it != hexToPart.end())
  2696. {
  2697. siegeH->printPartOfWall(to, it->second);
  2698. //print creature in turret
  2699. int posToSeek = -1;
  2700. switch(it->second)
  2701. {
  2702. case 3: //bottom turret
  2703. posToSeek = -3;
  2704. break;
  2705. case 8: //upper turret
  2706. posToSeek = -4;
  2707. break;
  2708. case 2: //keep
  2709. posToSeek = -2;
  2710. break;
  2711. }
  2712. if(posToSeek != -1)
  2713. {
  2714. int ID = -1;
  2715. for(std::map<int, CStack>::const_iterator it = stacks.begin(); it != stacks.end(); ++it)
  2716. {
  2717. if(it->second.position == posToSeek)
  2718. {
  2719. ID = it->second.ID;
  2720. break;
  2721. }
  2722. }
  2723. if(ID != -1)
  2724. {
  2725. showAliveStack(ID, stacks, to);
  2726. //blitting creature cover
  2727. switch(posToSeek)
  2728. {
  2729. case -3: //bottom turret
  2730. siegeH->printPartOfWall(to, 16);
  2731. break;
  2732. case -4: //upper turret
  2733. siegeH->printPartOfWall(to, 17);
  2734. break;
  2735. case -2: //keep
  2736. siegeH->printPartOfWall(to, 15);
  2737. break;
  2738. }
  2739. }
  2740. }
  2741. }
  2742. }
  2743. void CBattleInterface::redrawBackgroundWithHexes(int activeStack)
  2744. {
  2745. shadedHexes = curInt->cb->battleGetAvailableHexes(activeStack, true);
  2746. //preparating background graphic with hexes and shaded hexes
  2747. blitAt(background, 0, 0, backgroundWithHexes);
  2748. if(curInt->sysOpts.printCellBorders)
  2749. CSDL_Ext::blit8bppAlphaTo24bpp(cellBorders, NULL, backgroundWithHexes, NULL);
  2750. if(curInt->sysOpts.printStackRange)
  2751. {
  2752. for(size_t m=0; m<shadedHexes.size(); ++m) //rows
  2753. {
  2754. int i = shadedHexes[m]/BFIELD_WIDTH; //row
  2755. int j = shadedHexes[m]%BFIELD_WIDTH-1; //column
  2756. int x = 58 + (i%2==0 ? 22 : 0) + 44*j;
  2757. int y = 86 + 42 * i;
  2758. CSDL_Ext::blit8bppAlphaTo24bpp(cellShade, NULL, backgroundWithHexes, &genRect(cellShade->h, cellShade->w, x, y));
  2759. }
  2760. }
  2761. }
  2762. void CBattleInterface::printConsoleAttacked(int ID, int dmg, int killed, int IDby)
  2763. {
  2764. char tabh[200];
  2765. const CStack * attacker = curInt->cb->battleGetStackByID(IDby, false);
  2766. const CStack * defender = curInt->cb->battleGetStackByID(ID, false);
  2767. int end = sprintf(tabh, CGI->generaltexth->allTexts[attacker->count > 1 ? 377 : 376].c_str(),
  2768. (attacker->count > 1 ? attacker->type->namePl.c_str() : attacker->type->nameSing.c_str()),
  2769. dmg);
  2770. if(killed > 0)
  2771. {
  2772. if(killed > 1)
  2773. {
  2774. sprintf(tabh + end, CGI->generaltexth->allTexts[379].c_str(), killed, defender->type->namePl.c_str());
  2775. }
  2776. else //killed == 1
  2777. {
  2778. sprintf(tabh + end, CGI->generaltexth->allTexts[378].c_str(), defender->type->nameSing.c_str());
  2779. }
  2780. }
  2781. console->addText(std::string(tabh));
  2782. }
  2783. void CBattleInterface::projectileShowHelper(SDL_Surface * to)
  2784. {
  2785. if(to == NULL)
  2786. to = screen;
  2787. std::list< std::list<SProjectileInfo>::iterator > toBeDeleted;
  2788. for(std::list<SProjectileInfo>::iterator it=projectiles.begin(); it!=projectiles.end(); ++it)
  2789. {
  2790. if(it->animStartDelay>0)
  2791. {
  2792. --(it->animStartDelay);
  2793. continue;
  2794. }
  2795. SDL_Rect dst;
  2796. dst.h = idToProjectile[it->creID]->ourImages[it->frameNum].bitmap->h;
  2797. dst.w = idToProjectile[it->creID]->ourImages[it->frameNum].bitmap->w;
  2798. dst.x = it->x;
  2799. dst.y = it->y;
  2800. if(it->reverse)
  2801. {
  2802. SDL_Surface * rev = CSDL_Ext::rotate01(idToProjectile[it->creID]->ourImages[it->frameNum].bitmap);
  2803. CSDL_Ext::blit8bppAlphaTo24bpp(rev, NULL, to, &dst);
  2804. SDL_FreeSurface(rev);
  2805. }
  2806. else
  2807. {
  2808. CSDL_Ext::blit8bppAlphaTo24bpp(idToProjectile[it->creID]->ourImages[it->frameNum].bitmap, NULL, to, &dst);
  2809. }
  2810. //actualizing projectile
  2811. ++it->step;
  2812. if(it->step == it->lastStep)
  2813. {
  2814. toBeDeleted.insert(toBeDeleted.end(), it);
  2815. }
  2816. else
  2817. {
  2818. it->x += it->dx;
  2819. it->y += it->dy;
  2820. if(it->spin)
  2821. {
  2822. ++(it->frameNum);
  2823. it->frameNum %= idToProjectile[it->creID]->ourImages.size();
  2824. }
  2825. }
  2826. }
  2827. for(std::list< std::list<SProjectileInfo>::iterator >::iterator it = toBeDeleted.begin(); it!= toBeDeleted.end(); ++it)
  2828. {
  2829. projectiles.erase(*it);
  2830. }
  2831. }
  2832. void CBattleInterface::endAction(const BattleAction* action)
  2833. {
  2834. //if((action->actionType==2 || (action->actionType==6 && action->destinationTile!=cb->battleGetPos(action->stackNumber)))) //activating interface when move is finished
  2835. // {
  2836. // activate();
  2837. // }
  2838. if(action->actionType == 1)
  2839. {
  2840. if(action->side)
  2841. defendingHero->setPhase(0);
  2842. else
  2843. attackingHero->setPhase(0);
  2844. }
  2845. if(action->actionType == 2 && creAnims[action->stackNumber]->getType() != 2) //walk or walk & attack
  2846. {
  2847. pendingAnims.push_back(std::make_pair(new CBattleMoveEnd(this, action->stackNumber, action->destinationTile), false));
  2848. }
  2849. if(action->actionType == 9) //catapult
  2850. {
  2851. }
  2852. queue->update();
  2853. }
  2854. void CBattleInterface::hideQueue()
  2855. {
  2856. curInt->sysOpts.showQueue = false;
  2857. queue->deactivate();
  2858. if(!queue->embedded)
  2859. {
  2860. moveBy(Point(0, -queue->pos.h / 2));
  2861. GH.totalRedraw();
  2862. }
  2863. }
  2864. void CBattleInterface::showQueue()
  2865. {
  2866. curInt->sysOpts.showQueue = true;
  2867. queue->activate();
  2868. if(!queue->embedded)
  2869. {
  2870. moveBy(Point(0, +queue->pos.h / 2));
  2871. GH.totalRedraw();
  2872. }
  2873. }
  2874. void CBattleInterface::startAction(const BattleAction* action)
  2875. {
  2876. const CStack *stack = curInt->cb->battleGetStackByID(action->stackNumber);
  2877. if(stack)
  2878. {
  2879. queue->update();
  2880. }
  2881. else
  2882. {
  2883. assert(action->actionType == 1); //only cast spell is valid action without acting stack number
  2884. }
  2885. if(action->actionType == 2
  2886. || (action->actionType == 6 && action->destinationTile != stack->position))
  2887. {
  2888. moveStarted = true;
  2889. if(creAnims[action->stackNumber]->framesInGroup(20))
  2890. {
  2891. pendingAnims.push_back(std::make_pair(new CBattleMoveStart(this, action->stackNumber), false));
  2892. }
  2893. }
  2894. if(active)
  2895. deactivate();
  2896. char txt[400];
  2897. if(action->actionType == 1) //when hero casts spell
  2898. {
  2899. if(action->side)
  2900. defendingHero->setPhase(4);
  2901. else
  2902. attackingHero->setPhase(4);
  2903. return;
  2904. }
  2905. if(!stack)
  2906. {
  2907. tlog1<<"Something wrong with stackNumber in actionStarted. Stack number: "<<action->stackNumber<<std::endl;
  2908. return;
  2909. }
  2910. int txtid = 0;
  2911. switch(action->actionType)
  2912. {
  2913. case 3: //defend
  2914. txtid = 120;
  2915. break;
  2916. case 8: //wait
  2917. txtid = 136;
  2918. break;
  2919. case 11: //bad morale
  2920. txtid = -34; //negative -> no separate singular/plural form
  2921. displayEffect(30,stack->position);
  2922. break;
  2923. }
  2924. if(txtid > 0 && stack->count != 1)
  2925. txtid++; //move to plural text
  2926. else if(txtid < 0)
  2927. txtid = -txtid;
  2928. if(txtid)
  2929. {
  2930. sprintf(txt, CGI->generaltexth->allTexts[txtid].c_str(), (stack->count != 1) ? stack->type->namePl.c_str() : stack->type->nameSing.c_str(), 0);
  2931. console->addText(txt);
  2932. }
  2933. //displaying heal animation
  2934. if (action->actionType == 12)
  2935. {
  2936. displayEffect(50, action->destinationTile);
  2937. }
  2938. }
  2939. void CBattleHero::show(SDL_Surface *to)
  2940. {
  2941. //animation of flag
  2942. if(flip)
  2943. {
  2944. CSDL_Ext::blit8bppAlphaTo24bpp(
  2945. flag->ourImages[flagAnim].bitmap,
  2946. NULL,
  2947. screen,
  2948. &genRect(
  2949. flag->ourImages[flagAnim].bitmap->h,
  2950. flag->ourImages[flagAnim].bitmap->w,
  2951. 62 + pos.x,
  2952. 39 + pos.y
  2953. )
  2954. );
  2955. }
  2956. else
  2957. {
  2958. CSDL_Ext::blit8bppAlphaTo24bpp(
  2959. flag->ourImages[flagAnim].bitmap,
  2960. NULL,
  2961. screen,
  2962. &genRect(
  2963. flag->ourImages[flagAnim].bitmap->h,
  2964. flag->ourImages[flagAnim].bitmap->w,
  2965. 71 + pos.x,
  2966. 39 + pos.y
  2967. )
  2968. );
  2969. }
  2970. ++flagAnimCount;
  2971. if(flagAnimCount%4==0)
  2972. {
  2973. ++flagAnim;
  2974. flagAnim %= flag->ourImages.size();
  2975. }
  2976. //animation of hero
  2977. int tick=-1;
  2978. for(int i=0; i<dh->ourImages.size(); ++i)
  2979. {
  2980. if(dh->ourImages[i].groupNumber==phase)
  2981. ++tick;
  2982. if(tick==image)
  2983. {
  2984. SDL_Rect posb = pos;
  2985. CSDL_Ext::blit8bppAlphaTo24bpp(dh->ourImages[i].bitmap, NULL, to, &posb);
  2986. if(phase != 4 || nextPhase != -1 || image < 4)
  2987. {
  2988. if(flagAnimCount%2==0)
  2989. {
  2990. ++image;
  2991. }
  2992. if(dh->ourImages[(i+1)%dh->ourImages.size()].groupNumber!=phase) //back to appropriate frame
  2993. {
  2994. image = 0;
  2995. }
  2996. }
  2997. if(phase == 4 && nextPhase != -1 && image == 7)
  2998. {
  2999. phase = nextPhase;
  3000. nextPhase = -1;
  3001. image = 0;
  3002. }
  3003. break;
  3004. }
  3005. }
  3006. }
  3007. void CBattleHero::activate()
  3008. {
  3009. activateLClick();
  3010. }
  3011. void CBattleHero::deactivate()
  3012. {
  3013. deactivateLClick();
  3014. }
  3015. void CBattleHero::setPhase(int newPhase)
  3016. {
  3017. if(phase != 4)
  3018. {
  3019. phase = newPhase;
  3020. image = 0;
  3021. }
  3022. else
  3023. {
  3024. nextPhase = newPhase;
  3025. }
  3026. }
  3027. void CBattleHero::clickLeft(tribool down, bool previousState)
  3028. {
  3029. if(myOwner->spellDestSelectMode) //we are casting a spell
  3030. return;
  3031. if(!down && myHero && myOwner->curInt->cb->battleCanCastSpell()) //check conditions
  3032. {
  3033. for(int it=0; it<BFIELD_SIZE; ++it) //do nothing when any hex is hovered - hero's animation overlaps battlefield
  3034. {
  3035. if(myOwner->bfield[it].hovered && myOwner->bfield[it].strictHovered)
  3036. return;
  3037. }
  3038. CGI->curh->changeGraphic(0,0);
  3039. CSpellWindow * spellWindow = new CSpellWindow(genRect(595, 620, (conf.cc.resx - 620)/2, (conf.cc.resy - 595)/2), myHero, myOwner->curInt);
  3040. GH.pushInt(spellWindow);
  3041. }
  3042. }
  3043. CBattleHero::CBattleHero(const std::string & defName, int phaseG, int imageG, bool flipG, unsigned char player, const CGHeroInstance * hero, const CBattleInterface * owner): flip(flipG), myHero(hero), myOwner(owner), phase(phaseG), nextPhase(-1), image(imageG), flagAnim(0), flagAnimCount(0)
  3044. {
  3045. dh = CDefHandler::giveDef( defName );
  3046. for(int i=0; i<dh->ourImages.size(); ++i) //transforming images
  3047. {
  3048. if(flip)
  3049. {
  3050. SDL_Surface * hlp = CSDL_Ext::rotate01(dh->ourImages[i].bitmap);
  3051. SDL_FreeSurface(dh->ourImages[i].bitmap);
  3052. dh->ourImages[i].bitmap = hlp;
  3053. }
  3054. CSDL_Ext::alphaTransform(dh->ourImages[i].bitmap);
  3055. }
  3056. if(flip)
  3057. flag = CDefHandler::giveDef("CMFLAGR.DEF");
  3058. else
  3059. flag = CDefHandler::giveDef("CMFLAGL.DEF");
  3060. //coloring flag and adding transparency
  3061. for(int i=0; i<flag->ourImages.size(); ++i)
  3062. {
  3063. CSDL_Ext::alphaTransform(flag->ourImages[i].bitmap);
  3064. graphics->blueToPlayersAdv(flag->ourImages[i].bitmap, player);
  3065. }
  3066. }
  3067. CBattleHero::~CBattleHero()
  3068. {
  3069. delete dh;
  3070. delete flag;
  3071. }
  3072. Point CBattleHex::getXYUnitAnim(const int & hexNum, const bool & attacker, const CStack * stack, const CBattleInterface * cbi)
  3073. {
  3074. Point ret(-500, -500); //returned value
  3075. if(stack->position < 0) //creatures in turrets
  3076. {
  3077. const CCreature & turretCreature = *CGI->creh->creatures[ CGI->creh->factionToTurretCreature[cbi->siegeH->town->town->typeID] ];
  3078. int xShift = turretCreature.isDoubleWide() ? 44 : 0;
  3079. switch(stack->position)
  3080. {
  3081. case -2: //keep
  3082. ret = Point(505 + xShift, -66);
  3083. break;
  3084. case -3: //lower turret
  3085. ret = Point(368 + xShift, 304);
  3086. break;
  3087. case -4: //upper turret
  3088. ret = Point(339 + xShift, -192);
  3089. break;
  3090. }
  3091. }
  3092. else
  3093. {
  3094. ret.y = -139 + 42 * (hexNum/BFIELD_WIDTH); //counting y
  3095. //counting x
  3096. if(attacker)
  3097. {
  3098. ret.x = -160 + 22 * ( ((hexNum/BFIELD_WIDTH) + 1)%2 ) + 44 * (hexNum % BFIELD_WIDTH);
  3099. }
  3100. else
  3101. {
  3102. ret.x = -219 + 22 * ( ((hexNum/BFIELD_WIDTH) + 1)%2 ) + 44 * (hexNum % BFIELD_WIDTH);
  3103. }
  3104. //shifting position for double - hex creatures
  3105. if(stack && stack->doubleWide())
  3106. {
  3107. if(attacker)
  3108. {
  3109. ret.x -= 42;
  3110. }
  3111. else
  3112. {
  3113. ret.x += 42;
  3114. }
  3115. }
  3116. }
  3117. //returning
  3118. return ret +CPlayerInterface::battleInt->pos;
  3119. }
  3120. void CBattleHex::activate()
  3121. {
  3122. activateHover();
  3123. activateMouseMove();
  3124. activateLClick();
  3125. activateRClick();
  3126. }
  3127. void CBattleHex::deactivate()
  3128. {
  3129. deactivateHover();
  3130. deactivateMouseMove();
  3131. deactivateLClick();
  3132. deactivateRClick();
  3133. }
  3134. void CBattleHex::hover(bool on)
  3135. {
  3136. hovered = on;
  3137. //Hoverable::hover(on);
  3138. if(!on && setAlterText)
  3139. {
  3140. myInterface->console->alterTxt = std::string();
  3141. setAlterText = false;
  3142. }
  3143. }
  3144. CBattleHex::CBattleHex() : setAlterText(false), myNumber(-1), accessible(true), hovered(false), strictHovered(false), myInterface(NULL)
  3145. {
  3146. }
  3147. void CBattleHex::mouseMoved(const SDL_MouseMotionEvent &sEvent)
  3148. {
  3149. if(myInterface->cellShade)
  3150. {
  3151. if(CSDL_Ext::SDL_GetPixel(myInterface->cellShade, sEvent.x-pos.x, sEvent.y-pos.y) == 0) //hovered pixel is outside hex
  3152. {
  3153. strictHovered = false;
  3154. }
  3155. else //hovered pixel is inside hex
  3156. {
  3157. strictHovered = true;
  3158. }
  3159. }
  3160. if(hovered && strictHovered) //print attacked creature to console
  3161. {
  3162. if(myInterface->console->alterTxt.size() == 0 && myInterface->curInt->cb->battleGetStack(myNumber) != -1 &&
  3163. myInterface->curInt->cb->battleGetStackByPos(myNumber)->owner != myInterface->curInt->playerID &&
  3164. myInterface->curInt->cb->battleGetStackByPos(myNumber)->alive())
  3165. {
  3166. char tabh[160];
  3167. const CStack * attackedStack = myInterface->curInt->cb->battleGetStackByPos(myNumber);
  3168. const std::string & attackedName = attackedStack->count == 1 ? attackedStack->type->nameSing : attackedStack->type->namePl;
  3169. sprintf(tabh, CGI->generaltexth->allTexts[220].c_str(), attackedName.c_str());
  3170. myInterface->console->alterTxt = std::string(tabh);
  3171. setAlterText = true;
  3172. }
  3173. }
  3174. else if(setAlterText)
  3175. {
  3176. myInterface->console->alterTxt = std::string();
  3177. setAlterText = false;
  3178. }
  3179. }
  3180. void CBattleHex::clickLeft(tribool down, bool previousState)
  3181. {
  3182. if(!down && hovered && strictHovered) //we've been really clicked!
  3183. {
  3184. myInterface->hexLclicked(myNumber);
  3185. }
  3186. }
  3187. void CBattleHex::clickRight(tribool down, bool previousState)
  3188. {
  3189. int stID = myInterface->curInt->cb->battleGetStack(myNumber); //id of stack being on this tile
  3190. if(hovered && strictHovered && stID!=-1)
  3191. {
  3192. const CStack & myst = *myInterface->curInt->cb->battleGetStackByID(stID); //stack info
  3193. if(!myst.alive()) return;
  3194. if(down)
  3195. {
  3196. GH.pushInt(new CCreInfoWindow(myst));
  3197. }
  3198. }
  3199. }
  3200. CBattleConsole::CBattleConsole() : lastShown(-1), alterTxt(""), whoSetAlter(0)
  3201. {
  3202. }
  3203. CBattleConsole::~CBattleConsole()
  3204. {
  3205. texts.clear();
  3206. }
  3207. void CBattleConsole::show(SDL_Surface * to)
  3208. {
  3209. if(ingcAlter.size())
  3210. {
  3211. CSDL_Ext::printAtMiddleWB(ingcAlter, pos.x + pos.w/2, pos.y + 11, FONT_SMALL, 80, zwykly, to);
  3212. }
  3213. else if(alterTxt.size())
  3214. {
  3215. CSDL_Ext::printAtMiddleWB(alterTxt, pos.x + pos.w/2, pos.y + 11, FONT_SMALL, 80, zwykly, to);
  3216. }
  3217. else if(texts.size())
  3218. {
  3219. if(texts.size()==1)
  3220. {
  3221. CSDL_Ext::printAtMiddleWB(texts[0], pos.x + pos.w/2, pos.y + 11, FONT_SMALL, 80, zwykly, to);
  3222. }
  3223. else
  3224. {
  3225. CSDL_Ext::printAtMiddleWB(texts[lastShown-1], pos.x + pos.w/2, pos.y + 11, FONT_SMALL, 80, zwykly, to);
  3226. CSDL_Ext::printAtMiddleWB(texts[lastShown], pos.x + pos.w/2, pos.y + 27, FONT_SMALL, 80, zwykly, to);
  3227. }
  3228. }
  3229. }
  3230. bool CBattleConsole::addText(const std::string & text)
  3231. {
  3232. if(text.size()>70)
  3233. return false; //text too long!
  3234. int firstInToken = 0;
  3235. for(int i=0; i<text.size(); ++i) //tokenize
  3236. {
  3237. if(text[i] == 10)
  3238. {
  3239. texts.push_back( text.substr(firstInToken, i-firstInToken) );
  3240. firstInToken = i+1;
  3241. }
  3242. }
  3243. texts.push_back( text.substr(firstInToken, text.size()) );
  3244. lastShown = texts.size()-1;
  3245. return true;
  3246. }
  3247. void CBattleConsole::eraseText(unsigned int pos)
  3248. {
  3249. if(pos < texts.size())
  3250. {
  3251. texts.erase(texts.begin() + pos);
  3252. if(lastShown == texts.size())
  3253. --lastShown;
  3254. }
  3255. }
  3256. void CBattleConsole::changeTextAt(const std::string & text, unsigned int pos)
  3257. {
  3258. if(pos >= texts.size()) //no such pos
  3259. return;
  3260. texts[pos] = text;
  3261. }
  3262. void CBattleConsole::scrollUp(unsigned int by)
  3263. {
  3264. if(lastShown > by)
  3265. lastShown -= by;
  3266. }
  3267. void CBattleConsole::scrollDown(unsigned int by)
  3268. {
  3269. if(lastShown + by < texts.size())
  3270. lastShown += by;
  3271. }
  3272. CBattleResultWindow::CBattleResultWindow(const BattleResult &br, const SDL_Rect & pos, CBattleInterface * _owner)
  3273. : owner(_owner)
  3274. {
  3275. this->pos = pos;
  3276. background = BitmapHandler::loadBitmap("CPRESULT.BMP", true);
  3277. graphics->blueToPlayersAdv(background, owner->curInt->playerID);
  3278. SDL_Surface * pom = SDL_ConvertSurface(background, screen->format, screen->flags);
  3279. SDL_FreeSurface(background);
  3280. background = pom;
  3281. exit = new AdventureMapButton (std::string(), std::string(), boost::bind(&CBattleResultWindow::bExitf,this), 384 + pos.x, 505 + pos.y, "iok6432.def", SDLK_RETURN);
  3282. if(br.winner==0) //attacker won
  3283. {
  3284. CSDL_Ext::printAtMiddle(CGI->generaltexth->allTexts[410], 59, 124, FONT_SMALL, zwykly, background);
  3285. CSDL_Ext::printAtMiddle(CGI->generaltexth->allTexts[411], 408, 124, FONT_SMALL, zwykly, background);
  3286. }
  3287. else //if(br.winner==1)
  3288. {
  3289. CSDL_Ext::printAtMiddle(CGI->generaltexth->allTexts[411], 59, 124, FONT_SMALL, zwykly, background);
  3290. CSDL_Ext::printAtMiddle(CGI->generaltexth->allTexts[410], 412, 124, FONT_SMALL, zwykly, background);
  3291. }
  3292. CSDL_Ext::printAtMiddle(CGI->generaltexth->allTexts[407], 232, 302, FONT_BIG, tytulowy, background);
  3293. CSDL_Ext::printAtMiddle(CGI->generaltexth->allTexts[408], 232, 332, FONT_BIG, zwykly, background);
  3294. CSDL_Ext::printAtMiddle(CGI->generaltexth->allTexts[409], 237, 428, FONT_BIG, zwykly, background);
  3295. std::string attackerName, defenderName;
  3296. if(owner->attackingHeroInstance) //a hero attacked
  3297. {
  3298. SDL_BlitSurface(graphics->portraitLarge[owner->attackingHeroInstance->portrait], NULL, background, &genRect(64, 58, 21, 38));
  3299. //setting attackerName
  3300. attackerName = owner->attackingHeroInstance->name;
  3301. }
  3302. else //a monster attacked
  3303. {
  3304. int bestMonsterID = -1;
  3305. int bestPower = 0;
  3306. for(TSlots::const_iterator it = owner->army1.Slots().begin(); it!=owner->army1.Slots().end(); ++it)
  3307. {
  3308. if( it->second.type->AIValue > bestPower)
  3309. {
  3310. bestPower = it->second.type->AIValue;
  3311. bestMonsterID = it->second.type->idNumber;
  3312. }
  3313. }
  3314. SDL_BlitSurface(graphics->bigImgs[bestMonsterID], NULL, background, &genRect(64, 58, 21, 38));
  3315. //setting attackerName
  3316. attackerName = CGI->creh->creatures[bestMonsterID]->namePl;
  3317. }
  3318. if(owner->defendingHeroInstance) //a hero defended
  3319. {
  3320. SDL_BlitSurface(graphics->portraitLarge[owner->defendingHeroInstance->portrait], NULL, background, &genRect(64, 58, 392, 38));
  3321. //setting defenderName
  3322. defenderName = owner->defendingHeroInstance->name;
  3323. }
  3324. else //a monster defended
  3325. {
  3326. int bestMonsterID = -1;
  3327. int bestPower = 0;
  3328. for(TSlots::const_iterator it = owner->army2.Slots().begin(); it!=owner->army2.Slots().end(); ++it)
  3329. {
  3330. if( it->second.type->AIValue > bestPower)
  3331. {
  3332. bestPower = it->second.type->AIValue;
  3333. bestMonsterID = it->second.type->idNumber;
  3334. }
  3335. }
  3336. SDL_BlitSurface(graphics->bigImgs[bestMonsterID], NULL, background, &genRect(64, 58, 392, 38));
  3337. //setting defenderName
  3338. defenderName = CGI->creh->creatures[bestMonsterID]->namePl;
  3339. }
  3340. //printing attacker and defender's names
  3341. CSDL_Ext::printAt(attackerName, 89, 37, FONT_SMALL, zwykly, background);
  3342. CSDL_Ext::printTo(defenderName, 381, 53, FONT_SMALL, zwykly, background);
  3343. //printing casualities
  3344. for(int step = 0; step < 2; ++step)
  3345. {
  3346. if(br.casualties[step].size()==0)
  3347. {
  3348. CSDL_Ext::printAtMiddle(CGI->generaltexth->allTexts[523], 235, 360 + 97*step, FONT_SMALL, zwykly, background);
  3349. }
  3350. else
  3351. {
  3352. int xPos = 235 - (br.casualties[step].size()*32 + (br.casualties[step].size() - 1)*10)/2; //increment by 42 with each picture
  3353. int yPos = 344 + step*97;
  3354. for(std::map<ui32,si32>::const_iterator it=br.casualties[step].begin(); it!=br.casualties[step].end(); ++it)
  3355. {
  3356. blitAt(graphics->smallImgs[it->first], xPos, yPos, background);
  3357. std::ostringstream amount;
  3358. amount<<it->second;
  3359. CSDL_Ext::printAtMiddle(amount.str(), xPos+16, yPos + 42, FONT_SMALL, zwykly, background);
  3360. xPos += 42;
  3361. }
  3362. }
  3363. }
  3364. //printing result description
  3365. bool weAreAttacker = (owner->curInt->playerID == owner->attackingHeroInstance->tempOwner);
  3366. if((br.winner == 0 && weAreAttacker) || (br.winner == 1 && !weAreAttacker)) //we've won
  3367. {
  3368. int text;
  3369. switch(br.result)
  3370. {
  3371. case 0: text = 304; break;
  3372. case 1: text = 303; break;
  3373. case 2: text = 302; break;
  3374. }
  3375. CGI->musich->playMusic(musicBase::winBattle);
  3376. #ifdef _WIN32
  3377. CGI->videoh->open(VIDEO_WIN);
  3378. #else
  3379. CGI->videoh->open(VIDEO_WIN, true);
  3380. #endif
  3381. std::string str = CGI->generaltexth->allTexts[text];
  3382. const CGHeroInstance * ourHero = weAreAttacker? owner->attackingHeroInstance : owner->defendingHeroInstance;
  3383. if (ourHero)
  3384. {
  3385. str += CGI->generaltexth->allTexts[305];
  3386. boost::algorithm::replace_first(str,"%s",ourHero->name);
  3387. boost::algorithm::replace_first(str,"%d",boost::lexical_cast<std::string>(br.exp[weAreAttacker?0:1]));
  3388. }
  3389. CSDL_Ext::printAtMiddleWB(str, 235, 235, FONT_SMALL, 55, zwykly, background);
  3390. }
  3391. else // we lose
  3392. {
  3393. switch(br.result)
  3394. {
  3395. case 0: //normal victory
  3396. {
  3397. CGI->musich->playMusic(musicBase::loseCombat);
  3398. CGI->videoh->open(VIDEO_LOSE_BATTLE_START);
  3399. CSDL_Ext::printAtMiddle(CGI->generaltexth->allTexts[311], 235, 235, FONT_SMALL, zwykly, background);
  3400. break;
  3401. }
  3402. case 1: //flee
  3403. {
  3404. CGI->musich->playMusic(musicBase::retreatBattle);
  3405. CGI->videoh->open(VIDEO_RETREAT_START);
  3406. CSDL_Ext::printAtMiddle(CGI->generaltexth->allTexts[310], 235, 235, FONT_SMALL, zwykly, background);
  3407. break;
  3408. }
  3409. case 2: //surrender
  3410. {
  3411. CGI->musich->playMusic(musicBase::surrenderBattle);
  3412. CGI->videoh->open(VIDEO_SURRENDER);
  3413. CSDL_Ext::printAtMiddle(CGI->generaltexth->allTexts[309], 235, 220, FONT_SMALL, zwykly, background);
  3414. break;
  3415. }
  3416. }
  3417. }
  3418. }
  3419. CBattleResultWindow::~CBattleResultWindow()
  3420. {
  3421. SDL_FreeSurface(background);
  3422. }
  3423. void CBattleResultWindow::activate()
  3424. {
  3425. owner->curInt->showingDialog->set(true);
  3426. exit->activate();
  3427. }
  3428. void CBattleResultWindow::deactivate()
  3429. {
  3430. exit->deactivate();
  3431. }
  3432. void CBattleResultWindow::show(SDL_Surface *to)
  3433. {
  3434. //evaluating to
  3435. if(!to)
  3436. to = screen;
  3437. CGI->videoh->update(107, 70, background, false, true);
  3438. SDL_BlitSurface(background, NULL, to, &pos);
  3439. exit->show(to);
  3440. }
  3441. void CBattleResultWindow::bExitf()
  3442. {
  3443. CPlayerInterface * intTmp = owner->curInt;
  3444. GH.popInts(2); //first - we; second - battle interface
  3445. intTmp->showingDialog->setn(false);
  3446. CGI->videoh->close();
  3447. }
  3448. CBattleOptionsWindow::CBattleOptionsWindow(const SDL_Rect & position, CBattleInterface *owner): myInt(owner)
  3449. {
  3450. pos = position;
  3451. SDL_Surface *hhlp = BitmapHandler::loadBitmap("comopbck.bmp", true);
  3452. graphics->blueToPlayersAdv(hhlp, owner->curInt->playerID);
  3453. background = SDL_ConvertSurface(hhlp, screen->format, 0);
  3454. SDL_SetColorKey(background, SDL_SRCCOLORKEY, SDL_MapRGB(background->format,0,255,255));
  3455. SDL_FreeSurface(hhlp);
  3456. viewGrid = new CHighlightableButton(boost::bind(&CBattleInterface::setPrintCellBorders, owner, true), boost::bind(&CBattleInterface::setPrintCellBorders, owner, false), boost::assign::map_list_of(0,CGI->generaltexth->zelp[427].first)(3,CGI->generaltexth->zelp[427].first), CGI->generaltexth->zelp[427].second, false, "sysopchk.def", NULL, 185, 140, false);
  3457. viewGrid->select(owner->curInt->sysOpts.printCellBorders);
  3458. movementShadow = new CHighlightableButton(boost::bind(&CBattleInterface::setPrintStackRange, owner, true), boost::bind(&CBattleInterface::setPrintStackRange, owner, false), boost::assign::map_list_of(0,CGI->generaltexth->zelp[428].first)(3,CGI->generaltexth->zelp[428].first), CGI->generaltexth->zelp[428].second, false, "sysopchk.def", NULL, 185, 173, false);
  3459. movementShadow->select(owner->curInt->sysOpts.printStackRange);
  3460. mouseShadow = new CHighlightableButton(boost::bind(&CBattleInterface::setPrintMouseShadow, owner, true), boost::bind(&CBattleInterface::setPrintMouseShadow, owner, false), boost::assign::map_list_of(0,CGI->generaltexth->zelp[429].first)(3,CGI->generaltexth->zelp[429].first), CGI->generaltexth->zelp[429].second, false, "sysopchk.def", NULL, 185, 207, false);
  3461. mouseShadow->select(owner->curInt->sysOpts.printMouseShadow);
  3462. animSpeeds = new CHighlightableButtonsGroup(0);
  3463. animSpeeds->addButton(boost::assign::map_list_of(0,CGI->generaltexth->zelp[422].first),CGI->generaltexth->zelp[422].second, "sysopb9.def",188, 309, 1);
  3464. animSpeeds->addButton(boost::assign::map_list_of(0,CGI->generaltexth->zelp[423].first),CGI->generaltexth->zelp[423].second, "sysob10.def",252, 309, 2);
  3465. animSpeeds->addButton(boost::assign::map_list_of(0,CGI->generaltexth->zelp[424].first),CGI->generaltexth->zelp[424].second, "sysob11.def",315, 309, 4);
  3466. animSpeeds->select(owner->getAnimSpeed(), 1);
  3467. animSpeeds->onChange = boost::bind(&CBattleInterface::setAnimSpeed, owner, _1);
  3468. setToDefault = new AdventureMapButton (CGI->generaltexth->zelp[392].first, CGI->generaltexth->zelp[392].second, boost::bind(&CBattleOptionsWindow::bDefaultf,this), 405, 443, "codefaul.def");
  3469. setToDefault->imgs[0]->fixButtonPos();
  3470. exit = new AdventureMapButton (CGI->generaltexth->zelp[393].first, CGI->generaltexth->zelp[393].second, boost::bind(&CBattleOptionsWindow::bExitf,this), 516, 443, "soretrn.def",SDLK_RETURN);
  3471. exit->imgs[0]->fixButtonPos();
  3472. //printing texts to background
  3473. CSDL_Ext::printAtMiddle(CGI->generaltexth->allTexts[392], 242, 32, FONT_BIG, tytulowy, background); //window title
  3474. CSDL_Ext::printAtMiddle(CGI->generaltexth->allTexts[393], 122, 214, FONT_MEDIUM, tytulowy, background); //animation speed
  3475. CSDL_Ext::printAtMiddle(CGI->generaltexth->allTexts[394], 122, 293, FONT_MEDIUM, tytulowy, background); //music volume
  3476. CSDL_Ext::printAtMiddle(CGI->generaltexth->allTexts[395], 122, 359, FONT_MEDIUM, tytulowy, background); //effects' volume
  3477. CSDL_Ext::printAtMiddle(CGI->generaltexth->allTexts[396], 353, 66, FONT_MEDIUM, tytulowy, background); //auto - combat options
  3478. CSDL_Ext::printAtMiddle(CGI->generaltexth->allTexts[397], 353, 265, FONT_MEDIUM, tytulowy, background); //creature info
  3479. //auto - combat options
  3480. CSDL_Ext::printAt(CGI->generaltexth->allTexts[398], 283, 86, FONT_MEDIUM, zwykly, background); //creatures
  3481. CSDL_Ext::printAt(CGI->generaltexth->allTexts[399], 283, 116, FONT_MEDIUM, zwykly, background); //spells
  3482. CSDL_Ext::printAt(CGI->generaltexth->allTexts[400], 283, 146, FONT_MEDIUM, zwykly, background); //catapult
  3483. CSDL_Ext::printAt(CGI->generaltexth->allTexts[151], 283, 176, FONT_MEDIUM, zwykly, background); //ballista
  3484. CSDL_Ext::printAt(CGI->generaltexth->allTexts[401], 283, 206, FONT_MEDIUM, zwykly, background); //first aid tent
  3485. //creature info
  3486. CSDL_Ext::printAt(CGI->generaltexth->allTexts[402], 283, 285, FONT_MEDIUM, zwykly, background); //all stats
  3487. CSDL_Ext::printAt(CGI->generaltexth->allTexts[403], 283, 315, FONT_MEDIUM, zwykly, background); //spells only
  3488. //general options
  3489. CSDL_Ext::printAt(CGI->generaltexth->allTexts[404], 61, 57, FONT_MEDIUM, zwykly, background); //hex grid
  3490. CSDL_Ext::printAt(CGI->generaltexth->allTexts[405], 61, 90, FONT_MEDIUM, zwykly, background); //movement shadow
  3491. CSDL_Ext::printAt(CGI->generaltexth->allTexts[406], 61, 124, FONT_MEDIUM, zwykly, background); //cursor shadow
  3492. CSDL_Ext::printAt(CGI->generaltexth->allTexts[577], 61, 156, FONT_MEDIUM, zwykly, background); //spellbook animation
  3493. //texts printed
  3494. }
  3495. CBattleOptionsWindow::~CBattleOptionsWindow()
  3496. {
  3497. SDL_FreeSurface(background);
  3498. delete setToDefault;
  3499. delete exit;
  3500. delete viewGrid;
  3501. delete movementShadow;
  3502. delete animSpeeds;
  3503. delete mouseShadow;
  3504. }
  3505. void CBattleOptionsWindow::activate()
  3506. {
  3507. setToDefault->activate();
  3508. exit->activate();
  3509. viewGrid->activate();
  3510. movementShadow->activate();
  3511. animSpeeds->activate();
  3512. mouseShadow->activate();
  3513. }
  3514. void CBattleOptionsWindow::deactivate()
  3515. {
  3516. setToDefault->deactivate();
  3517. exit->deactivate();
  3518. viewGrid->deactivate();
  3519. movementShadow->deactivate();
  3520. animSpeeds->deactivate();
  3521. mouseShadow->deactivate();
  3522. }
  3523. void CBattleOptionsWindow::show(SDL_Surface *to)
  3524. {
  3525. if(!to) //"evaluating" to
  3526. to = screen;
  3527. SDL_BlitSurface(background, NULL, to, &pos);
  3528. setToDefault->show(to);
  3529. exit->show(to);
  3530. viewGrid->show(to);
  3531. movementShadow->show(to);
  3532. animSpeeds->show(to);
  3533. mouseShadow->show(to);
  3534. }
  3535. void CBattleOptionsWindow::bDefaultf()
  3536. {
  3537. }
  3538. void CBattleOptionsWindow::bExitf()
  3539. {
  3540. GH.popIntTotally(this);
  3541. }
  3542. std::string CBattleInterface::SiegeHelper::townTypeInfixes[F_NUMBER] = {"CS", "RM", "TW", "IN", "NC", "DN", "ST", "FR", "EL"};
  3543. CBattleInterface::SiegeHelper::SiegeHelper(const CGTownInstance *siegeTown, const CBattleInterface * _owner)
  3544. : town(siegeTown), owner(_owner)
  3545. {
  3546. for(int g=0; g<ARRAY_COUNT(walls); ++g)
  3547. {
  3548. walls[g] = BitmapHandler::loadBitmap( getSiegeName(g) );
  3549. }
  3550. }
  3551. CBattleInterface::SiegeHelper::~SiegeHelper()
  3552. {
  3553. for(int g=0; g<ARRAY_COUNT(walls); ++g)
  3554. {
  3555. SDL_FreeSurface(walls[g]);
  3556. }
  3557. }
  3558. std::string CBattleInterface::SiegeHelper::getSiegeName(ui16 what, ui16 additInfo) const
  3559. {
  3560. if(what == 2 || what == 3 || what == 8)
  3561. {
  3562. if(additInfo == 3) additInfo = 2;
  3563. }
  3564. char buf[100];
  3565. SDL_itoa(additInfo, buf, 10);
  3566. std::string addit(buf);
  3567. switch(what)
  3568. {
  3569. case 0: //background
  3570. return "SG" + townTypeInfixes[town->town->typeID] + "BACK.BMP";
  3571. case 1: //background wall
  3572. {
  3573. switch(town->town->typeID)
  3574. {
  3575. case 5: case 4: case 1: case 6:
  3576. return "SG" + townTypeInfixes[town->town->typeID] + "TPW1.BMP";
  3577. case 0: case 2: case 3: case 7: case 8:
  3578. return "SG" + townTypeInfixes[town->town->typeID] + "TPWL.BMP";
  3579. default:
  3580. return "";
  3581. }
  3582. }
  3583. case 2: //keep
  3584. return "SG" + townTypeInfixes[town->town->typeID] + "MAN" + addit + ".BMP";
  3585. case 3: //bottom tower
  3586. return "SG" + townTypeInfixes[town->town->typeID] + "TW1" + addit + ".BMP";
  3587. case 4: //bottom wall
  3588. return "SG" + townTypeInfixes[town->town->typeID] + "WA1" + addit + ".BMP";
  3589. case 5: //below gate
  3590. return "SG" + townTypeInfixes[town->town->typeID] + "WA3" + addit + ".BMP";
  3591. case 6: //over gate
  3592. return "SG" + townTypeInfixes[town->town->typeID] + "WA4" + addit + ".BMP";
  3593. case 7: //upper wall
  3594. return "SG" + townTypeInfixes[town->town->typeID] + "WA6" + addit + ".BMP";
  3595. case 8: //upper tower
  3596. return "SG" + townTypeInfixes[town->town->typeID] + "TW2" + addit + ".BMP";
  3597. case 9: //gate
  3598. return "SG" + townTypeInfixes[town->town->typeID] + "DRW" + addit + ".BMP";
  3599. case 10: //gate arch
  3600. return "SG" + townTypeInfixes[town->town->typeID] + "ARCH.BMP";
  3601. case 11: //bottom static wall
  3602. return "SG" + townTypeInfixes[town->town->typeID] + "WA2.BMP";
  3603. case 12: //upper static wall
  3604. return "SG" + townTypeInfixes[town->town->typeID] + "WA5.BMP";
  3605. case 13: //moat
  3606. return "SG" + townTypeInfixes[town->town->typeID] + "MOAT.BMP";
  3607. case 14: //mlip
  3608. return "SG" + townTypeInfixes[town->town->typeID] + "MLIP.BMP";
  3609. case 15: //keep creature cover
  3610. return "SG" + townTypeInfixes[town->town->typeID] + "MANC.BMP";
  3611. case 16: //bottom turret creature cover
  3612. return "SG" + townTypeInfixes[town->town->typeID] + "TW1C.BMP";
  3613. case 17: //upper turret creature cover
  3614. return "SG" + townTypeInfixes[town->town->typeID] + "TW2C.BMP";
  3615. default:
  3616. return "";
  3617. }
  3618. }
  3619. void CBattleInterface::SiegeHelper::printPartOfWall(SDL_Surface * to, int what)
  3620. {
  3621. Point pos = Point(-1, -1);
  3622. switch(what)
  3623. {
  3624. case 1: //background wall
  3625. pos = Point(owner->pos.w + owner->pos.x - walls[1]->w, 55 + owner->pos.y);
  3626. break;
  3627. case 2: //keep
  3628. pos = Point(owner->pos.w + owner->pos.x - walls[2]->w, 154 + owner->pos.y);
  3629. break;
  3630. case 3: //bottom tower
  3631. case 4: //bottom wall
  3632. case 5: //below gate
  3633. case 6: //over gate
  3634. case 7: //upper wall
  3635. case 8: //upper tower
  3636. case 9: //gate
  3637. case 10: //gate arch
  3638. case 11: //bottom static wall
  3639. case 12: //upper static wall
  3640. pos.x = graphics->wallPositions[town->town->typeID][what - 3].x + owner->pos.x;
  3641. pos.y = graphics->wallPositions[town->town->typeID][what - 3].y + owner->pos.y;
  3642. break;
  3643. case 15: //keep creature cover
  3644. pos = Point(owner->pos.w + owner->pos.x - walls[2]->w, 154 + owner->pos.y);
  3645. break;
  3646. case 16: //bottom turret creature cover
  3647. pos.x = graphics->wallPositions[town->town->typeID][0].x + owner->pos.x;
  3648. pos.y = graphics->wallPositions[town->town->typeID][0].y + owner->pos.y;
  3649. break;
  3650. case 17: //upper turret creature cover
  3651. pos.x = graphics->wallPositions[town->town->typeID][5].x + owner->pos.x;
  3652. pos.y = graphics->wallPositions[town->town->typeID][5].y + owner->pos.y;
  3653. break;
  3654. };
  3655. if(pos.x != -1)
  3656. {
  3657. blitAt(walls[what], pos.x, pos.y, to);
  3658. }
  3659. }
  3660. void CStackQueue::update()
  3661. {
  3662. stacksSorted.clear();
  3663. owner->curInt->cb->getStackQueue(stacksSorted, QUEUE_SIZE);
  3664. for (int i = 0; i < QUEUE_SIZE ; i++)
  3665. {
  3666. stackBoxes[i]->setStack(stacksSorted[i]);
  3667. }
  3668. }
  3669. CStackQueue::CStackQueue(bool Embedded, CBattleInterface * _owner)
  3670. :embedded(Embedded), owner(_owner)
  3671. {
  3672. OBJ_CONSTRUCTION_CAPTURING_ALL;
  3673. if(embedded)
  3674. {
  3675. box = NULL;
  3676. bg = NULL;
  3677. pos.w = QUEUE_SIZE * 37;
  3678. pos.h = 32; //height of small creature img
  3679. pos.x = screen->w/2 - pos.w/2;
  3680. pos.y = (screen->h - 600)/2 + 10;
  3681. }
  3682. else
  3683. {
  3684. box = BitmapHandler::loadBitmap("CHRROP.pcx");
  3685. bg = BitmapHandler::loadBitmap("DIBOXPI.pcx");
  3686. pos.w = 600;
  3687. pos.h = bg->h;
  3688. }
  3689. stackBoxes.resize(QUEUE_SIZE);
  3690. for (int i = 0; i < QUEUE_SIZE; i++)
  3691. {
  3692. stackBoxes[i] = new StackBox(box);
  3693. stackBoxes[i]->pos.x += 6 + (embedded ? 37 : 79)*i;
  3694. }
  3695. }
  3696. CStackQueue::~CStackQueue()
  3697. {
  3698. SDL_FreeSurface(box);
  3699. }
  3700. void CStackQueue::showAll( SDL_Surface *to )
  3701. {
  3702. blitBg(to);
  3703. CIntObject::showAll(to);
  3704. }
  3705. void CStackQueue::blitBg( SDL_Surface * to )
  3706. {
  3707. if(bg)
  3708. {
  3709. for (int w = 0; w < pos.w; w += bg->w)
  3710. {
  3711. blitAtLoc(bg, w, 0, to);
  3712. }
  3713. }
  3714. }
  3715. void CStackQueue::StackBox::showAll( SDL_Surface *to )
  3716. {
  3717. assert(my);
  3718. if(bg)
  3719. {
  3720. graphics->blueToPlayersAdv(bg, my->owner);
  3721. //SDL_UpdateRect(bg, 0, 0, 0, 0);
  3722. CSDL_Ext::blit8bppAlphaTo24bpp(bg, NULL, to, &genRect(bg->h, bg->w, pos.x, pos.y));
  3723. //blitAt(bg, pos, to);
  3724. blitAt(graphics->bigImgs[my->type->idNumber], pos.x +9, pos.y + 1, to);
  3725. printAtMiddleLoc(makeNumberShort(my->count), pos.w/2, pos.h - 12, FONT_MEDIUM, zwykly, to);
  3726. }
  3727. else
  3728. {
  3729. blitAt(graphics->smallImgs[-2], pos, to);
  3730. blitAt(graphics->smallImgs[my->type->idNumber], pos, to);
  3731. const SDL_Color &ownerColor = (my->owner == 255 ? *graphics->neutralColor : graphics->playerColors[my->owner]);
  3732. CSDL_Ext::drawBorder(to, pos, int3(ownerColor.r, ownerColor.g, ownerColor.b));
  3733. printAtMiddleLoc(makeNumberShort(my->count), pos.w/2, pos.h - 8, FONT_TINY, zwykly, to);
  3734. }
  3735. }
  3736. void CStackQueue::StackBox::setStack( const CStack *nStack )
  3737. {
  3738. my = nStack;
  3739. }
  3740. CStackQueue::StackBox::StackBox(SDL_Surface *BG)
  3741. :bg(BG), my(NULL)
  3742. {
  3743. if(bg)
  3744. {
  3745. pos.w = bg->w;
  3746. pos.h = bg->h;
  3747. }
  3748. else
  3749. {
  3750. pos.w = pos.h = 32;
  3751. }
  3752. pos.y += 2;
  3753. }
  3754. CStackQueue::StackBox::~StackBox()
  3755. {
  3756. }
  3757. void CStackQueue::StackBox::hover( bool on )
  3758. {
  3759. }