CBattleInterface.cpp 112 KB

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  1. /*
  2. * CBattleInterface.cpp, part of VCMI engine
  3. *
  4. * Authors: listed in file AUTHORS in main folder
  5. *
  6. * License: GNU General Public License v2.0 or later
  7. * Full text of license available in license.txt file, in main folder
  8. *
  9. */
  10. #include "StdInc.h"
  11. #include "CBattleInterface.h"
  12. #include "CBattleAnimations.h"
  13. #include "CBattleInterfaceClasses.h"
  14. #include "CCreatureAnimation.h"
  15. #include "../CBitmapHandler.h"
  16. #include "../CGameInfo.h"
  17. #include "../CMessage.h"
  18. #include "../CMT.h"
  19. #include "../CMusicHandler.h"
  20. #include "../CPlayerInterface.h"
  21. #include "../CVideoHandler.h"
  22. #include "../Graphics.h"
  23. #include "../gui/CAnimation.h"
  24. #include "../gui/CCursorHandler.h"
  25. #include "../gui/CGuiHandler.h"
  26. #include "../gui/SDL_Extensions.h"
  27. #include "../windows/CAdvmapInterface.h"
  28. #include "../windows/CCreatureWindow.h"
  29. #include "../windows/CSpellWindow.h"
  30. #include "../../CCallback.h"
  31. #include "../../lib/CStack.h"
  32. #include "../../lib/CConfigHandler.h"
  33. #include "../../lib/CGeneralTextHandler.h"
  34. #include "../../lib/CHeroHandler.h"
  35. #include "../../lib/CondSh.h"
  36. #include "../../lib/CRandomGenerator.h"
  37. #include "../../lib/spells/CSpellHandler.h"
  38. #include "../../lib/CTownHandler.h"
  39. #include "../../lib/CGameState.h"
  40. #include "../../lib/mapping/CMap.h"
  41. #include "../../lib/NetPacks.h"
  42. #include "../../lib/UnlockGuard.h"
  43. CondSh<bool> CBattleInterface::animsAreDisplayed(false);
  44. CondSh<BattleAction *> CBattleInterface::givenCommand(nullptr);
  45. static void onAnimationFinished(const CStack *stack, CCreatureAnimation *anim)
  46. {
  47. if (anim->isIdle())
  48. {
  49. const CCreature *creature = stack->getCreature();
  50. if (anim->framesInGroup(CCreatureAnim::MOUSEON) > 0)
  51. {
  52. if (CRandomGenerator::getDefault().nextDouble(99.0) < creature->animation.timeBetweenFidgets *10)
  53. anim->playOnce(CCreatureAnim::MOUSEON);
  54. else
  55. anim->setType(CCreatureAnim::HOLDING);
  56. }
  57. else
  58. {
  59. anim->setType(CCreatureAnim::HOLDING);
  60. }
  61. }
  62. // always reset callback
  63. anim->onAnimationReset += std::bind(&onAnimationFinished, stack, anim);
  64. }
  65. static void transformPalette(SDL_Surface *surf, double rCor, double gCor, double bCor)
  66. {
  67. SDL_Color *colorsToChange = surf->format->palette->colors;
  68. for (int g=0; g<surf->format->palette->ncolors; ++g)
  69. {
  70. if ((colorsToChange+g)->b != 132 &&
  71. (colorsToChange+g)->g != 231 &&
  72. (colorsToChange+g)->r != 255) //it's not yellow border
  73. {
  74. (colorsToChange+g)->r = static_cast<double>((colorsToChange+g)->r) *rCor;
  75. (colorsToChange+g)->g = static_cast<double>((colorsToChange+g)->g) *gCor;
  76. (colorsToChange+g)->b = static_cast<double>((colorsToChange+g)->b) *bCor;
  77. }
  78. }
  79. }
  80. void CBattleInterface::addNewAnim(CBattleAnimation *anim)
  81. {
  82. pendingAnims.push_back( std::make_pair(anim, false) );
  83. animsAreDisplayed.setn(true);
  84. }
  85. CBattleInterface::CBattleInterface(const CCreatureSet *army1, const CCreatureSet *army2,
  86. const CGHeroInstance *hero1, const CGHeroInstance *hero2,
  87. const SDL_Rect & myRect,
  88. std::shared_ptr<CPlayerInterface> att, std::shared_ptr<CPlayerInterface> defen, std::shared_ptr<CPlayerInterface> spectatorInt)
  89. : background(nullptr), queue(nullptr), attackingHeroInstance(hero1), defendingHeroInstance(hero2), animCount(0),
  90. activeStack(nullptr), mouseHoveredStack(nullptr), stackToActivate(nullptr), selectedStack(nullptr), previouslyHoveredHex(-1),
  91. currentlyHoveredHex(-1), attackingHex(-1), stackCanCastSpell(false), creatureCasting(false), spellDestSelectMode(false), spellToCast(nullptr), sp(nullptr),
  92. creatureSpellToCast(-1),
  93. siegeH(nullptr), attackerInt(att), defenderInt(defen), curInt(att), animIDhelper(0),
  94. myTurn(false), resWindow(nullptr), moveStarted(false), moveSoundHander(-1), bresult(nullptr)
  95. {
  96. OBJ_CONSTRUCTION;
  97. if(spectatorInt)
  98. curInt = spectatorInt;
  99. else if(!curInt)
  100. {
  101. //May happen when we are defending during network MP game -> attacker interface is just not present
  102. curInt = defenderInt;
  103. }
  104. animsAreDisplayed.setn(false);
  105. pos = myRect;
  106. strongInterest = true;
  107. givenCommand.setn(nullptr);
  108. //hot-seat -> check tactics for both players (defender may be local human)
  109. if (attackerInt && attackerInt->cb->battleGetTacticDist())
  110. tacticianInterface = attackerInt;
  111. else if (defenderInt && defenderInt->cb->battleGetTacticDist())
  112. tacticianInterface = defenderInt;
  113. //if we found interface of player with tactics, then enter tactics mode
  114. tacticsMode = static_cast<bool>(tacticianInterface);
  115. //create stack queue
  116. bool embedQueue;
  117. std::string queueSize = settings["battle"]["queueSize"].String();
  118. if(queueSize == "auto")
  119. embedQueue = screen->h < 700;
  120. else
  121. embedQueue = screen->h < 700 || queueSize == "small";
  122. queue = new CStackQueue(embedQueue, this);
  123. if(!embedQueue)
  124. {
  125. if (settings["battle"]["showQueue"].Bool())
  126. pos.y += queue->pos.h / 2; //center whole window
  127. queue->moveTo(Point(pos.x, pos.y - queue->pos.h));
  128. }
  129. queue->update();
  130. //preparing siege info
  131. const CGTownInstance *town = curInt->cb->battleGetDefendedTown();
  132. if (town && town->hasFort())
  133. {
  134. siegeH = new SiegeHelper(town, this);
  135. }
  136. curInt->battleInt = this;
  137. //initializing armies
  138. this->army1 = army1;
  139. this->army2 = army2;
  140. std::vector<const CStack*> stacks = curInt->cb->battleGetAllStacks(true);
  141. for (const CStack *s : stacks)
  142. {
  143. unitAdded(s);
  144. }
  145. //preparing menu background and terrain
  146. if (siegeH)
  147. {
  148. background = BitmapHandler::loadBitmap( siegeH->getSiegeName(0), false );
  149. ui8 siegeLevel = curInt->cb->battleGetSiegeLevel();
  150. if (siegeLevel >= 2) //citadel or castle
  151. {
  152. //print moat/mlip
  153. SDL_Surface *moat = BitmapHandler::loadBitmap( siegeH->getSiegeName(13) ),
  154. * mlip = BitmapHandler::loadBitmap( siegeH->getSiegeName(14) );
  155. auto & info = siegeH->town->town->clientInfo;
  156. Point moatPos(info.siegePositions[13].x, info.siegePositions[13].y);
  157. Point mlipPos(info.siegePositions[14].x, info.siegePositions[14].y);
  158. if (moat) //eg. tower has no moat
  159. blitAt(moat, moatPos.x,moatPos.y, background);
  160. if (mlip) //eg. tower has no mlip
  161. blitAt(mlip, mlipPos.x, mlipPos.y, background);
  162. SDL_FreeSurface(moat);
  163. SDL_FreeSurface(mlip);
  164. }
  165. }
  166. else
  167. {
  168. auto bfieldType = (int)curInt->cb->battleGetBattlefieldType();
  169. if (graphics->battleBacks.size() <= bfieldType || bfieldType < 0)
  170. logGlobal->error("%d is not valid battlefield type index!", bfieldType);
  171. else if (graphics->battleBacks[bfieldType].empty())
  172. logGlobal->error("%d battlefield type does not have any backgrounds!", bfieldType);
  173. else
  174. {
  175. const std::string bgName = *RandomGeneratorUtil::nextItem(graphics->battleBacks[bfieldType], CRandomGenerator::getDefault());
  176. background = BitmapHandler::loadBitmap(bgName, false);
  177. }
  178. }
  179. //preparing menu background
  180. //graphics->blueToPlayersAdv(menu, hero1->tempOwner);
  181. //preparing graphics for displaying amounts of creatures
  182. amountNormal = BitmapHandler::loadBitmap("CMNUMWIN.BMP");
  183. CSDL_Ext::alphaTransform(amountNormal);
  184. transformPalette(amountNormal, 0.59, 0.19, 0.93);
  185. amountPositive = BitmapHandler::loadBitmap("CMNUMWIN.BMP");
  186. CSDL_Ext::alphaTransform(amountPositive);
  187. transformPalette(amountPositive, 0.18, 1.00, 0.18);
  188. amountNegative = BitmapHandler::loadBitmap("CMNUMWIN.BMP");
  189. CSDL_Ext::alphaTransform(amountNegative);
  190. transformPalette(amountNegative, 1.00, 0.18, 0.18);
  191. amountEffNeutral = BitmapHandler::loadBitmap("CMNUMWIN.BMP");
  192. CSDL_Ext::alphaTransform(amountEffNeutral);
  193. transformPalette(amountEffNeutral, 1.00, 1.00, 0.18);
  194. ////blitting menu background and terrain
  195. // blitAt(background, pos.x, pos.y);
  196. // blitAt(menu, pos.x, 556 + pos.y);
  197. //preparing buttons and console
  198. bOptions = new CButton (Point( 3, 561), "icm003.def", CGI->generaltexth->zelp[381], std::bind(&CBattleInterface::bOptionsf,this), SDLK_o);
  199. bSurrender = new CButton (Point( 54, 561), "icm001.def", CGI->generaltexth->zelp[379], std::bind(&CBattleInterface::bSurrenderf,this), SDLK_s);
  200. bFlee = new CButton (Point(105, 561), "icm002.def", CGI->generaltexth->zelp[380], std::bind(&CBattleInterface::bFleef,this), SDLK_r);
  201. bAutofight = new CButton (Point(157, 561), "icm004.def", CGI->generaltexth->zelp[382], std::bind(&CBattleInterface::bAutofightf,this), SDLK_a);
  202. bSpell = new CButton (Point(645, 561), "icm005.def", CGI->generaltexth->zelp[385], std::bind(&CBattleInterface::bSpellf,this), SDLK_c);
  203. bWait = new CButton (Point(696, 561), "icm006.def", CGI->generaltexth->zelp[386], std::bind(&CBattleInterface::bWaitf,this), SDLK_w);
  204. bDefence = new CButton (Point(747, 561), "icm007.def", CGI->generaltexth->zelp[387], std::bind(&CBattleInterface::bDefencef,this), SDLK_d);
  205. bDefence->assignedKeys.insert(SDLK_SPACE);
  206. bConsoleUp = new CButton (Point(624, 561), "ComSlide.def", std::make_pair("", ""), std::bind(&CBattleInterface::bConsoleUpf,this), SDLK_UP);
  207. bConsoleDown = new CButton (Point(624, 580), "ComSlide.def", std::make_pair("", ""), std::bind(&CBattleInterface::bConsoleDownf,this), SDLK_DOWN);
  208. bConsoleDown->setImageOrder(2, 3, 4, 5);
  209. console = new CBattleConsole();
  210. console->pos.x += 211;
  211. console->pos.y += 560;
  212. console->pos.w = 406;
  213. console->pos.h = 38;
  214. if (tacticsMode)
  215. {
  216. btactNext = new CButton(Point(213, 560), "icm011.def", std::make_pair("", ""), [&](){ bTacticNextStack(nullptr);}, SDLK_SPACE);
  217. btactEnd = new CButton(Point(419, 560), "icm012.def", std::make_pair("", ""), [&](){ bEndTacticPhase();}, SDLK_RETURN);
  218. menu = BitmapHandler::loadBitmap("COPLACBR.BMP");
  219. }
  220. else
  221. {
  222. menu = BitmapHandler::loadBitmap("CBAR.BMP");
  223. btactEnd = btactNext = nullptr;
  224. }
  225. graphics->blueToPlayersAdv(menu, curInt->playerID);
  226. //loading hero animations
  227. if (hero1) // attacking hero
  228. {
  229. std::string battleImage;
  230. if ( hero1->sex )
  231. battleImage = hero1->type->heroClass->imageBattleFemale;
  232. else
  233. battleImage = hero1->type->heroClass->imageBattleMale;
  234. attackingHero = new CBattleHero(battleImage, false, hero1->tempOwner, hero1->tempOwner == curInt->playerID ? hero1 : nullptr, this);
  235. IImage * img = attackingHero->animation->getImage(0, 0, true);
  236. if(img)
  237. attackingHero->pos = genRect(img->height(), img->width(), pos.x - 43, pos.y - 19);
  238. }
  239. else
  240. {
  241. attackingHero = nullptr;
  242. }
  243. if (hero2) // defending hero
  244. {
  245. std::string battleImage;
  246. if ( hero2->sex )
  247. battleImage = hero2->type->heroClass->imageBattleFemale;
  248. else
  249. battleImage = hero2->type->heroClass->imageBattleMale;
  250. defendingHero = new CBattleHero(battleImage, true, hero2->tempOwner, hero2->tempOwner == curInt->playerID ? hero2 : nullptr, this);
  251. IImage * img = defendingHero->animation->getImage(0, 0, true);
  252. if(img)
  253. defendingHero->pos = genRect(img->height(), img->width(), pos.x + 693, pos.y - 19);
  254. }
  255. else
  256. {
  257. defendingHero = nullptr;
  258. }
  259. //preparing cells and hexes
  260. cellBorder = BitmapHandler::loadBitmap("CCELLGRD.BMP");
  261. CSDL_Ext::alphaTransform(cellBorder);
  262. cellShade = BitmapHandler::loadBitmap("CCELLSHD.BMP");
  263. CSDL_Ext::alphaTransform(cellShade);
  264. for (int h = 0; h < GameConstants::BFIELD_SIZE; ++h)
  265. {
  266. auto hex = new CClickableHex();
  267. hex->myNumber = h;
  268. hex->pos = hexPosition(h);
  269. hex->accessible = true;
  270. hex->myInterface = this;
  271. bfield.push_back(hex);
  272. }
  273. //locking occupied positions on batlefield
  274. for(const CStack * s : stacks) //stacks gained at top of this function
  275. if(s->initialPosition >= 0) //turrets have position < 0
  276. bfield[s->getPosition()]->accessible = false;
  277. //preparing graphic with cell borders
  278. cellBorders = CSDL_Ext::newSurface(background->w, background->h, cellBorder);
  279. //copying palette
  280. for (int g=0; g<cellBorder->format->palette->ncolors; ++g) //we assume that cellBorders->format->palette->ncolors == 256
  281. {
  282. cellBorders->format->palette->colors[g] = cellBorder->format->palette->colors[g];
  283. }
  284. //palette copied
  285. for (int i=0; i<GameConstants::BFIELD_HEIGHT; ++i) //rows
  286. {
  287. for (int j=0; j<GameConstants::BFIELD_WIDTH-2; ++j) //columns
  288. {
  289. int x = 58 + (i%2==0 ? 22 : 0) + 44*j;
  290. int y = 86 + 42 *i;
  291. for (int cellX = 0; cellX < cellBorder->w; ++cellX)
  292. {
  293. for (int cellY = 0; cellY < cellBorder->h; ++cellY)
  294. {
  295. if (y+cellY < cellBorders->h && x+cellX < cellBorders->w)
  296. * ((Uint8*)cellBorders->pixels + (y+cellY) *cellBorders->pitch + (x+cellX)) |= *((Uint8*)cellBorder->pixels + cellY *cellBorder->pitch + cellX);
  297. }
  298. }
  299. }
  300. }
  301. backgroundWithHexes = CSDL_Ext::newSurface(background->w, background->h, screen);
  302. //preparing obstacle defs
  303. auto obst = curInt->cb->battleGetAllObstacles();
  304. for(auto & elem : obst)
  305. {
  306. if(elem->obstacleType == CObstacleInstance::USUAL)
  307. {
  308. std::string animationName = elem->getInfo().defName;
  309. auto cached = animationsCache.find(animationName);
  310. if(cached == animationsCache.end())
  311. {
  312. auto animation = std::make_shared<CAnimation>(animationName);
  313. animationsCache[animationName] = animation;
  314. obstacleAnimations[elem->uniqueID] = animation;
  315. animation->preload();
  316. }
  317. else
  318. {
  319. obstacleAnimations[elem->uniqueID] = cached->second;
  320. }
  321. }
  322. else if (elem->obstacleType == CObstacleInstance::ABSOLUTE_OBSTACLE)
  323. {
  324. std::string animationName = elem->getInfo().defName;
  325. auto cached = animationsCache.find(animationName);
  326. if(cached == animationsCache.end())
  327. {
  328. auto animation = std::make_shared<CAnimation>();
  329. animation->setCustom(animationName, 0, 0);
  330. animationsCache[animationName] = animation;
  331. obstacleAnimations[elem->uniqueID] = animation;
  332. animation->preload();
  333. }
  334. else
  335. {
  336. obstacleAnimations[elem->uniqueID] = cached->second;
  337. }
  338. }
  339. }
  340. for (auto hex : bfield)
  341. addChild(hex);
  342. if (tacticsMode)
  343. bTacticNextStack();
  344. CCS->musich->stopMusic();
  345. int channel = CCS->soundh->playSoundFromSet(CCS->soundh->battleIntroSounds);
  346. auto onIntroPlayed = []()
  347. {
  348. if (LOCPLINT->battleInt)
  349. CCS->musich->playMusicFromSet("battle", true);
  350. };
  351. CCS->soundh->setCallback(channel, onIntroPlayed);
  352. memset(stackCountOutsideHexes, 1, GameConstants::BFIELD_SIZE *sizeof(bool)); //initialize array with trues
  353. currentAction = INVALID;
  354. selectedAction = INVALID;
  355. addUsedEvents(RCLICK | MOVE | KEYBOARD);
  356. blockUI(settings["session"]["spectate"].Bool());
  357. }
  358. CBattleInterface::~CBattleInterface()
  359. {
  360. curInt->battleInt = nullptr;
  361. givenCommand.cond.notify_all(); //that two lines should make any activeStack waiting thread to finish
  362. if (active) //dirty fix for #485
  363. {
  364. deactivate();
  365. }
  366. SDL_FreeSurface(background);
  367. SDL_FreeSurface(menu);
  368. SDL_FreeSurface(amountNormal);
  369. SDL_FreeSurface(amountNegative);
  370. SDL_FreeSurface(amountPositive);
  371. SDL_FreeSurface(amountEffNeutral);
  372. SDL_FreeSurface(cellBorders);
  373. SDL_FreeSurface(backgroundWithHexes);
  374. delete bOptions;
  375. delete bSurrender;
  376. delete bFlee;
  377. delete bAutofight;
  378. delete bSpell;
  379. delete bWait;
  380. delete bDefence;
  381. for (auto hex : bfield)
  382. delete hex;
  383. delete bConsoleUp;
  384. delete bConsoleDown;
  385. delete console;
  386. delete attackingHero;
  387. delete defendingHero;
  388. delete queue;
  389. SDL_FreeSurface(cellBorder);
  390. SDL_FreeSurface(cellShade);
  391. for (auto & elem : creAnims)
  392. delete elem.second;
  393. delete siegeH;
  394. //TODO: play AI tracks if battle was during AI turn
  395. //if (!curInt->makingTurn)
  396. //CCS->musich->playMusicFromSet(CCS->musich->aiMusics, -1);
  397. if (adventureInt && adventureInt->selection)
  398. {
  399. int terrain = LOCPLINT->cb->getTile(adventureInt->selection->visitablePos())->terType;
  400. CCS->musich->playMusicFromSet("terrain", terrain, true);
  401. }
  402. animsAreDisplayed.setn(false);
  403. }
  404. void CBattleInterface::setPrintCellBorders(bool set)
  405. {
  406. Settings cellBorders = settings.write["battle"]["cellBorders"];
  407. cellBorders->Bool() = set;
  408. redrawBackgroundWithHexes(activeStack);
  409. GH.totalRedraw();
  410. }
  411. void CBattleInterface::setPrintStackRange(bool set)
  412. {
  413. Settings stackRange = settings.write["battle"]["stackRange"];
  414. stackRange->Bool() = set;
  415. redrawBackgroundWithHexes(activeStack);
  416. GH.totalRedraw();
  417. }
  418. void CBattleInterface::setPrintMouseShadow(bool set)
  419. {
  420. Settings shadow = settings.write["battle"]["mouseShadow"];
  421. shadow->Bool() = set;
  422. }
  423. void CBattleInterface::activate()
  424. {
  425. if (curInt->isAutoFightOn)
  426. {
  427. bAutofight->activate();
  428. return;
  429. }
  430. CIntObject::activate();
  431. bOptions->activate();
  432. bSurrender->activate();
  433. bFlee->activate();
  434. bAutofight->activate();
  435. bSpell->activate();
  436. bWait->activate();
  437. bDefence->activate();
  438. for (auto hex : bfield)
  439. hex->activate();
  440. if (attackingHero)
  441. attackingHero->activate();
  442. if (defendingHero)
  443. defendingHero->activate();
  444. if (settings["battle"]["showQueue"].Bool())
  445. queue->activate();
  446. if (tacticsMode)
  447. {
  448. btactNext->activate();
  449. btactEnd->activate();
  450. }
  451. else
  452. {
  453. bConsoleUp->activate();
  454. bConsoleDown->activate();
  455. }
  456. LOCPLINT->cingconsole->activate();
  457. }
  458. void CBattleInterface::deactivate()
  459. {
  460. CIntObject::deactivate();
  461. bOptions->deactivate();
  462. bSurrender->deactivate();
  463. bFlee->deactivate();
  464. bAutofight->deactivate();
  465. bSpell->deactivate();
  466. bWait->deactivate();
  467. bDefence->deactivate();
  468. for (auto hex : bfield)
  469. hex->deactivate();
  470. if (attackingHero)
  471. attackingHero->deactivate();
  472. if (defendingHero)
  473. defendingHero->deactivate();
  474. if (settings["battle"]["showQueue"].Bool())
  475. queue->deactivate();
  476. if (tacticsMode)
  477. {
  478. btactNext->deactivate();
  479. btactEnd->deactivate();
  480. }
  481. else
  482. {
  483. bConsoleUp->deactivate();
  484. bConsoleDown->deactivate();
  485. }
  486. LOCPLINT->cingconsole->deactivate();
  487. }
  488. void CBattleInterface::keyPressed(const SDL_KeyboardEvent & key)
  489. {
  490. if (key.keysym.sym == SDLK_q && key.state == SDL_PRESSED)
  491. {
  492. if (settings["battle"]["showQueue"].Bool()) //hide queue
  493. hideQueue();
  494. else
  495. showQueue();
  496. }
  497. else if (key.keysym.sym == SDLK_f && key.state == SDL_PRESSED)
  498. {
  499. enterCreatureCastingMode();
  500. }
  501. else if (key.keysym.sym == SDLK_ESCAPE)
  502. {
  503. endCastingSpell();
  504. }
  505. }
  506. void CBattleInterface::mouseMoved(const SDL_MouseMotionEvent &sEvent)
  507. {
  508. auto hexItr = std::find_if (bfield.begin(), bfield.end(), [](const CClickableHex *hex)
  509. {
  510. return hex->hovered && hex->strictHovered;
  511. });
  512. handleHex(hexItr == bfield.end() ? -1 : (*hexItr)->myNumber, MOVE);
  513. }
  514. void CBattleInterface::setBattleCursor(const int myNumber)
  515. {
  516. const CClickableHex & hoveredHex = *bfield[myNumber];
  517. CCursorHandler *cursor = CCS->curh;
  518. const double subdividingAngle = 2.0*M_PI/6.0; // Divide a hex into six sectors.
  519. const double hexMidX = hoveredHex.pos.x + hoveredHex.pos.w/2;
  520. const double hexMidY = hoveredHex.pos.y + hoveredHex.pos.h/2;
  521. const double cursorHexAngle = M_PI - atan2(hexMidY - cursor->ypos, cursor->xpos - hexMidX) + subdividingAngle/2; //TODO: refactor this nightmare
  522. const double sector = fmod(cursorHexAngle/subdividingAngle, 6.0);
  523. const int zigzagCorrection = !((myNumber/GameConstants::BFIELD_WIDTH)%2); // Off-by-one correction needed to deal with the odd battlefield rows.
  524. std::vector<int> sectorCursor; // From left to bottom left.
  525. sectorCursor.push_back(8);
  526. sectorCursor.push_back(9);
  527. sectorCursor.push_back(10);
  528. sectorCursor.push_back(11);
  529. sectorCursor.push_back(12);
  530. sectorCursor.push_back(7);
  531. const bool doubleWide = activeStack->doubleWide();
  532. bool aboveAttackable = true, belowAttackable = true;
  533. // Exclude directions which cannot be attacked from.
  534. // Check to the left.
  535. if (myNumber%GameConstants::BFIELD_WIDTH <= 1 || !vstd::contains(occupyableHexes, myNumber - 1))
  536. {
  537. sectorCursor[0] = -1;
  538. }
  539. // Check top left, top right as well as above for 2-hex creatures.
  540. if (myNumber/GameConstants::BFIELD_WIDTH == 0)
  541. {
  542. sectorCursor[1] = -1;
  543. sectorCursor[2] = -1;
  544. aboveAttackable = false;
  545. }
  546. else
  547. {
  548. if (doubleWide)
  549. {
  550. bool attackRow[4] = {true, true, true, true};
  551. if (myNumber%GameConstants::BFIELD_WIDTH <= 1 || !vstd::contains(occupyableHexes, myNumber - GameConstants::BFIELD_WIDTH - 2 + zigzagCorrection))
  552. attackRow[0] = false;
  553. if (!vstd::contains(occupyableHexes, myNumber - GameConstants::BFIELD_WIDTH - 1 + zigzagCorrection))
  554. attackRow[1] = false;
  555. if (!vstd::contains(occupyableHexes, myNumber - GameConstants::BFIELD_WIDTH + zigzagCorrection))
  556. attackRow[2] = false;
  557. if (myNumber%GameConstants::BFIELD_WIDTH >= GameConstants::BFIELD_WIDTH - 2 || !vstd::contains(occupyableHexes, myNumber - GameConstants::BFIELD_WIDTH + 1 + zigzagCorrection))
  558. attackRow[3] = false;
  559. if (!(attackRow[0] && attackRow[1]))
  560. sectorCursor[1] = -1;
  561. if (!(attackRow[1] && attackRow[2]))
  562. aboveAttackable = false;
  563. if (!(attackRow[2] && attackRow[3]))
  564. sectorCursor[2] = -1;
  565. }
  566. else
  567. {
  568. if (!vstd::contains(occupyableHexes, myNumber - GameConstants::BFIELD_WIDTH - 1 + zigzagCorrection))
  569. sectorCursor[1] = -1;
  570. if (!vstd::contains(occupyableHexes, myNumber - GameConstants::BFIELD_WIDTH + zigzagCorrection))
  571. sectorCursor[2] = -1;
  572. }
  573. }
  574. // Check to the right.
  575. if (myNumber%GameConstants::BFIELD_WIDTH >= GameConstants::BFIELD_WIDTH - 2 || !vstd::contains(occupyableHexes, myNumber + 1))
  576. {
  577. sectorCursor[3] = -1;
  578. }
  579. // Check bottom right, bottom left as well as below for 2-hex creatures.
  580. if (myNumber/GameConstants::BFIELD_WIDTH == GameConstants::BFIELD_HEIGHT - 1)
  581. {
  582. sectorCursor[4] = -1;
  583. sectorCursor[5] = -1;
  584. belowAttackable = false;
  585. }
  586. else
  587. {
  588. if (doubleWide)
  589. {
  590. bool attackRow[4] = {true, true, true, true};
  591. if (myNumber%GameConstants::BFIELD_WIDTH <= 1 || !vstd::contains(occupyableHexes, myNumber + GameConstants::BFIELD_WIDTH - 2 + zigzagCorrection))
  592. attackRow[0] = false;
  593. if (!vstd::contains(occupyableHexes, myNumber + GameConstants::BFIELD_WIDTH - 1 + zigzagCorrection))
  594. attackRow[1] = false;
  595. if (!vstd::contains(occupyableHexes, myNumber + GameConstants::BFIELD_WIDTH + zigzagCorrection))
  596. attackRow[2] = false;
  597. if (myNumber%GameConstants::BFIELD_WIDTH >= GameConstants::BFIELD_WIDTH - 2 || !vstd::contains(occupyableHexes, myNumber + GameConstants::BFIELD_WIDTH + 1 + zigzagCorrection))
  598. attackRow[3] = false;
  599. if (!(attackRow[0] && attackRow[1]))
  600. sectorCursor[5] = -1;
  601. if (!(attackRow[1] && attackRow[2]))
  602. belowAttackable = false;
  603. if (!(attackRow[2] && attackRow[3]))
  604. sectorCursor[4] = -1;
  605. }
  606. else
  607. {
  608. if (!vstd::contains(occupyableHexes, myNumber + GameConstants::BFIELD_WIDTH + zigzagCorrection))
  609. sectorCursor[4] = -1;
  610. if (!vstd::contains(occupyableHexes, myNumber + GameConstants::BFIELD_WIDTH - 1 + zigzagCorrection))
  611. sectorCursor[5] = -1;
  612. }
  613. }
  614. // Determine index from sector.
  615. int cursorIndex;
  616. if (doubleWide)
  617. {
  618. sectorCursor.insert(sectorCursor.begin() + 5, belowAttackable ? 13 : -1);
  619. sectorCursor.insert(sectorCursor.begin() + 2, aboveAttackable ? 14 : -1);
  620. if (sector < 1.5)
  621. cursorIndex = sector;
  622. else if (sector >= 1.5 && sector < 2.5)
  623. cursorIndex = 2;
  624. else if (sector >= 2.5 && sector < 4.5)
  625. cursorIndex = (int) sector + 1;
  626. else if (sector >= 4.5 && sector < 5.5)
  627. cursorIndex = 6;
  628. else
  629. cursorIndex = (int) sector + 2;
  630. }
  631. else
  632. {
  633. cursorIndex = sector;
  634. }
  635. // Generally should NEVER happen, but to avoid the possibility of having endless loop below... [#1016]
  636. if (!vstd::contains_if (sectorCursor, [](int sc) { return sc != -1; }))
  637. {
  638. logGlobal->error("Error: for hex %d cannot find a hex to attack from!", myNumber);
  639. attackingHex = -1;
  640. return;
  641. }
  642. // Find the closest direction attackable, starting with the right one.
  643. // FIXME: Is this really how the original H3 client does it?
  644. int i = 0;
  645. while (sectorCursor[(cursorIndex + i)%sectorCursor.size()] == -1) //Why hast thou forsaken me?
  646. i = i <= 0 ? 1 - i : -i; // 0, 1, -1, 2, -2, 3, -3 etc..
  647. int index = (cursorIndex + i)%sectorCursor.size(); //hopefully we get elements from sectorCursor
  648. cursor->changeGraphic(ECursor::COMBAT, sectorCursor[index]);
  649. switch (index)
  650. {
  651. case 0:
  652. attackingHex = myNumber - 1; //left
  653. break;
  654. case 1:
  655. attackingHex = myNumber - GameConstants::BFIELD_WIDTH - 1 + zigzagCorrection; //top left
  656. break;
  657. case 2:
  658. attackingHex = myNumber - GameConstants::BFIELD_WIDTH + zigzagCorrection; //top right
  659. break;
  660. case 3:
  661. attackingHex = myNumber + 1; //right
  662. break;
  663. case 4:
  664. attackingHex = myNumber + GameConstants::BFIELD_WIDTH + zigzagCorrection; //bottom right
  665. break;
  666. case 5:
  667. attackingHex = myNumber + GameConstants::BFIELD_WIDTH - 1 + zigzagCorrection; //bottom left
  668. break;
  669. }
  670. BattleHex hex(attackingHex);
  671. if (!hex.isValid())
  672. attackingHex = -1;
  673. }
  674. void CBattleInterface::clickRight(tribool down, bool previousState)
  675. {
  676. if (!down)
  677. {
  678. endCastingSpell();
  679. }
  680. }
  681. void CBattleInterface::bOptionsf()
  682. {
  683. if (spellDestSelectMode) //we are casting a spell
  684. return;
  685. CCS->curh->changeGraphic(ECursor::ADVENTURE,0);
  686. Rect tempRect = genRect(431, 481, 160, 84);
  687. tempRect += pos.topLeft();
  688. auto optionsWin = new CBattleOptionsWindow(tempRect, this);
  689. GH.pushInt(optionsWin);
  690. }
  691. void CBattleInterface::bSurrenderf()
  692. {
  693. if (spellDestSelectMode) //we are casting a spell
  694. return;
  695. int cost = curInt->cb->battleGetSurrenderCost();
  696. if (cost >= 0)
  697. {
  698. std::string enemyHeroName = curInt->cb->battleGetEnemyHero().name;
  699. if (enemyHeroName.empty())
  700. enemyHeroName = "#ENEMY#"; //TODO: should surrendering without enemy hero be enabled?
  701. std::string surrenderMessage = boost::str(boost::format(CGI->generaltexth->allTexts[32]) % enemyHeroName % cost); //%s states: "I will accept your surrender and grant you and your troops safe passage for the price of %d gold."
  702. curInt->showYesNoDialog(surrenderMessage, [this](){ reallySurrender(); }, 0, false);
  703. }
  704. }
  705. void CBattleInterface::bFleef()
  706. {
  707. if (spellDestSelectMode) //we are casting a spell
  708. return;
  709. if ( curInt->cb->battleCanFlee() )
  710. {
  711. CFunctionList<void()> ony = std::bind(&CBattleInterface::reallyFlee,this);
  712. curInt->showYesNoDialog(CGI->generaltexth->allTexts[28], ony, 0, false); //Are you sure you want to retreat?
  713. }
  714. else
  715. {
  716. std::vector<CComponent*> comps;
  717. std::string heroName;
  718. //calculating fleeing hero's name
  719. if (attackingHeroInstance)
  720. if (attackingHeroInstance->tempOwner == curInt->cb->getMyColor())
  721. heroName = attackingHeroInstance->name;
  722. if (defendingHeroInstance)
  723. if (defendingHeroInstance->tempOwner == curInt->cb->getMyColor())
  724. heroName = defendingHeroInstance->name;
  725. //calculating text
  726. auto txt = boost::format(CGI->generaltexth->allTexts[340]) % heroName; //The Shackles of War are present. %s can not retreat!
  727. //printing message
  728. curInt->showInfoDialog(boost::to_string(txt), comps);
  729. }
  730. }
  731. void CBattleInterface::reallyFlee()
  732. {
  733. giveCommand(EActionType::RETREAT);
  734. CCS->curh->changeGraphic(ECursor::ADVENTURE, 0);
  735. }
  736. void CBattleInterface::reallySurrender()
  737. {
  738. if (curInt->cb->getResourceAmount(Res::GOLD) < curInt->cb->battleGetSurrenderCost())
  739. {
  740. curInt->showInfoDialog(CGI->generaltexth->allTexts[29]); //You don't have enough gold!
  741. }
  742. else
  743. {
  744. giveCommand(EActionType::SURRENDER);
  745. CCS->curh->changeGraphic(ECursor::ADVENTURE, 0);
  746. }
  747. }
  748. void CBattleInterface::bAutofightf()
  749. {
  750. if (spellDestSelectMode) //we are casting a spell
  751. return;
  752. //Stop auto-fight mode
  753. if (curInt->isAutoFightOn)
  754. {
  755. assert(curInt->autofightingAI);
  756. curInt->isAutoFightOn = false;
  757. logGlobal->trace("Stopping the autofight...");
  758. }
  759. else
  760. {
  761. curInt->isAutoFightOn = true;
  762. blockUI(true);
  763. auto ai = CDynLibHandler::getNewBattleAI(settings["server"]["friendlyAI"].String());
  764. ai->init(curInt->cb);
  765. ai->battleStart(army1, army2, int3(0,0,0), attackingHeroInstance, defendingHeroInstance, curInt->cb->battleGetMySide());
  766. curInt->autofightingAI = ai;
  767. curInt->cb->registerBattleInterface(ai);
  768. requestAutofightingAIToTakeAction();
  769. }
  770. }
  771. void CBattleInterface::bSpellf()
  772. {
  773. if (spellDestSelectMode) //we are casting a spell
  774. return;
  775. if (!myTurn)
  776. return;
  777. auto myHero = currentHero();
  778. if(!myHero)
  779. return;
  780. CCS->curh->changeGraphic(ECursor::ADVENTURE,0);
  781. ESpellCastProblem::ESpellCastProblem spellCastProblem = curInt->cb->battleCanCastSpell(myHero, spells::Mode::HERO);
  782. if(spellCastProblem == ESpellCastProblem::OK)
  783. {
  784. GH.pushInt(new CSpellWindow(myHero, curInt.get()));
  785. }
  786. else if (spellCastProblem == ESpellCastProblem::MAGIC_IS_BLOCKED)
  787. {
  788. //TODO: move to spell mechanics, add more information to spell cast problem
  789. //Handle Orb of Inhibition-like effects -> we want to display dialog with info, why casting is impossible
  790. auto blockingBonus = currentHero()->getBonusLocalFirst(Selector::type(Bonus::BLOCK_ALL_MAGIC));
  791. if (!blockingBonus)
  792. return;
  793. if (blockingBonus->source == Bonus::ARTIFACT)
  794. {
  795. const int artID = blockingBonus->sid;
  796. //If we have artifact, put name of our hero. Otherwise assume it's the enemy.
  797. //TODO check who *really* is source of bonus
  798. std::string heroName = myHero->hasArt(artID) ? myHero->name : enemyHero().name;
  799. //%s wields the %s, an ancient artifact which creates a p dead to all magic.
  800. LOCPLINT->showInfoDialog(boost::str(boost::format(CGI->generaltexth->allTexts[683])
  801. % heroName % CGI->arth->artifacts[artID]->Name()));
  802. }
  803. }
  804. }
  805. void CBattleInterface::bWaitf()
  806. {
  807. if (spellDestSelectMode) //we are casting a spell
  808. return;
  809. if (activeStack != nullptr)
  810. giveCommand(EActionType::WAIT);
  811. }
  812. void CBattleInterface::bDefencef()
  813. {
  814. if (spellDestSelectMode) //we are casting a spell
  815. return;
  816. if (activeStack != nullptr)
  817. giveCommand(EActionType::DEFEND);
  818. }
  819. void CBattleInterface::bConsoleUpf()
  820. {
  821. if (spellDestSelectMode) //we are casting a spell
  822. return;
  823. console->scrollUp();
  824. }
  825. void CBattleInterface::bConsoleDownf()
  826. {
  827. if (spellDestSelectMode) //we are casting a spell
  828. return;
  829. console->scrollDown();
  830. }
  831. void CBattleInterface::unitAdded(const CStack * stack)
  832. {
  833. creDir[stack->ID] = stack->side == BattleSide::ATTACKER; // must be set before getting stack position
  834. Point coords = CClickableHex::getXYUnitAnim(stack->getPosition(), stack, this);
  835. if(stack->initialPosition < 0) //turret
  836. {
  837. const CCreature *turretCreature = CGI->creh->creatures[siegeH->town->town->clientInfo.siegeShooter];
  838. creAnims[stack->ID] = AnimationControls::getAnimation(turretCreature);
  839. // Turret positions are read out of the config/wall_pos.txt
  840. int posID = 0;
  841. switch (stack->initialPosition)
  842. {
  843. case -2: // keep creature
  844. posID = 18;
  845. break;
  846. case -3: // bottom creature
  847. posID = 19;
  848. break;
  849. case -4: // upper creature
  850. posID = 20;
  851. break;
  852. }
  853. if (posID != 0)
  854. {
  855. coords.x = siegeH->town->town->clientInfo.siegePositions[posID].x + this->pos.x;
  856. coords.y = siegeH->town->town->clientInfo.siegePositions[posID].y + this->pos.y;
  857. }
  858. creAnims[stack->ID]->pos.h = 225;
  859. }
  860. else
  861. {
  862. creAnims[stack->ID] = AnimationControls::getAnimation(stack->getCreature());
  863. creAnims[stack->ID]->onAnimationReset += std::bind(&onAnimationFinished, stack, creAnims[stack->ID]);
  864. creAnims[stack->ID]->pos.h = creAnims[stack->ID]->getHeight();
  865. }
  866. creAnims[stack->ID]->pos.x = coords.x;
  867. creAnims[stack->ID]->pos.y = coords.y;
  868. creAnims[stack->ID]->pos.w = creAnims[stack->ID]->getWidth();
  869. creAnims[stack->ID]->setType(CCreatureAnim::HOLDING);
  870. //loading projectiles for units
  871. if(stack->isShooter())
  872. {
  873. initStackProjectile(stack);
  874. }
  875. }
  876. void CBattleInterface::initStackProjectile(const CStack * stack)
  877. {
  878. const CCreature * creature;//creature whose shots should be loaded
  879. if(stack->getCreature()->idNumber == CreatureID::ARROW_TOWERS)
  880. creature = CGI->creh->creatures[siegeH->town->town->clientInfo.siegeShooter];
  881. else
  882. creature = stack->getCreature();
  883. std::shared_ptr<CAnimation> projectile = std::make_shared<CAnimation>(creature->animation.projectileImageName);
  884. projectile->preload();
  885. if(projectile->size(1) != 0)
  886. logAnim->error("Expected empty group 1 in stack projectile");
  887. else
  888. projectile->createFlippedGroup(0, 1);
  889. idToProjectile[stack->getCreature()->idNumber] = projectile;
  890. }
  891. void CBattleInterface::stackRemoved(uint32_t stackID)
  892. {
  893. if (activeStack != nullptr)
  894. {
  895. if (activeStack->ID == stackID)
  896. {
  897. BattleAction *action = new BattleAction();
  898. action->side = defendingHeroInstance ? (curInt->playerID == defendingHeroInstance->tempOwner) : false;
  899. action->actionType = EActionType::CANCEL;
  900. action->stackNumber = activeStack->ID;
  901. givenCommand.setn(action);
  902. setActiveStack(nullptr);
  903. }
  904. }
  905. //todo: ensure that ghost stack animation has fadeout effect
  906. redrawBackgroundWithHexes(activeStack);
  907. queue->update();
  908. }
  909. void CBattleInterface::stackActivated(const CStack *stack) //TODO: check it all before game state is changed due to abilities
  910. {
  911. stackToActivate = stack;
  912. waitForAnims();
  913. if (stackToActivate) //during waiting stack may have gotten activated through show
  914. activateStack();
  915. }
  916. void CBattleInterface::stackMoved(const CStack *stack, std::vector<BattleHex> destHex, int distance)
  917. {
  918. addNewAnim(new CMovementAnimation(this, stack, destHex, distance));
  919. waitForAnims();
  920. }
  921. void CBattleInterface::stacksAreAttacked(std::vector<StackAttackedInfo> attackedInfos, const std::vector<MetaString> & battleLog)
  922. {
  923. for(auto & attackedInfo : attackedInfos)
  924. {
  925. //if (!attackedInfo.cloneKilled) //FIXME: play dead animation for cloned creature before it vanishes
  926. addNewAnim(new CDefenceAnimation(attackedInfo, this));
  927. if(attackedInfo.rebirth)
  928. {
  929. displayEffect(50, attackedInfo.defender->getPosition()); //TODO: play reverse death animation
  930. CCS->soundh->playSound(soundBase::RESURECT);
  931. }
  932. }
  933. waitForAnims();
  934. std::array<int, 2> killedBySide = {0, 0};
  935. int targets = 0, damage = 0;
  936. for(const StackAttackedInfo & attackedInfo : attackedInfos)
  937. {
  938. ++targets;
  939. damage += attackedInfo.dmg;
  940. ui8 side = attackedInfo.defender->side;
  941. killedBySide.at(side) += attackedInfo.amountKilled;
  942. }
  943. int killed = killedBySide[0] + killedBySide[1];
  944. for(ui8 side = 0; side < 2; side++)
  945. {
  946. if(killedBySide.at(side) > killedBySide.at(1-side))
  947. setHeroAnimation(side, 2);
  948. else if(killedBySide.at(side) < killedBySide.at(1-side))
  949. setHeroAnimation(side, 3);
  950. }
  951. for (auto & attackedInfo : attackedInfos)
  952. {
  953. if (attackedInfo.rebirth)
  954. creAnims[attackedInfo.defender->ID]->setType(CCreatureAnim::HOLDING);
  955. if (attackedInfo.cloneKilled)
  956. stackRemoved(attackedInfo.defender->ID);
  957. }
  958. if(!battleLog.empty())
  959. displayBattleLog(battleLog);
  960. else
  961. printConsoleAttacked(attackedInfos.front().defender, damage, killed, attackedInfos.front().attacker, (targets > 1)); //creatures perish
  962. }
  963. void CBattleInterface::stackAttacking( const CStack *attacker, BattleHex dest, const CStack *attacked, bool shooting )
  964. {
  965. if (shooting)
  966. {
  967. addNewAnim(new CShootingAnimation(this, attacker, dest, attacked));
  968. }
  969. else
  970. {
  971. addNewAnim(new CMeleeAttackAnimation(this, attacker, dest, attacked));
  972. }
  973. //waitForAnims();
  974. }
  975. void CBattleInterface::newRoundFirst( int round )
  976. {
  977. waitForAnims();
  978. }
  979. void CBattleInterface::newRound(int number)
  980. {
  981. console->addText(CGI->generaltexth->allTexts[412]);
  982. }
  983. void CBattleInterface::giveCommand(EActionType action, BattleHex tile, si32 additional)
  984. {
  985. const CStack * actor = nullptr;
  986. if(action != EActionType::HERO_SPELL && action != EActionType::RETREAT && action != EActionType::SURRENDER)
  987. {
  988. actor = activeStack;
  989. }
  990. auto side = curInt->cb->playerToSide(curInt->playerID);
  991. if(!side)
  992. {
  993. logGlobal->error("Player %s is not in battle", curInt->playerID.getStr());
  994. return;
  995. }
  996. auto ba = new BattleAction(); //is deleted in CPlayerInterface::activeStack()
  997. ba->side = side.get();
  998. ba->actionType = action;
  999. ba->aimToHex(tile);
  1000. ba->actionSubtype = additional;
  1001. sendCommand(ba, actor);
  1002. }
  1003. void CBattleInterface::sendCommand(BattleAction *& command, const CStack * actor)
  1004. {
  1005. command->stackNumber = actor ? actor->unitId() : ((command->side == BattleSide::ATTACKER) ? -1 : -2);
  1006. if(!tacticsMode)
  1007. {
  1008. logGlobal->trace("Setting command for %s", (actor ? actor->nodeName() : "hero"));
  1009. myTurn = false;
  1010. setActiveStack(nullptr);
  1011. givenCommand.setn(command);
  1012. }
  1013. else
  1014. {
  1015. curInt->cb->battleMakeTacticAction(command);
  1016. vstd::clear_pointer(command);
  1017. setActiveStack(nullptr);
  1018. //next stack will be activated when action ends
  1019. }
  1020. }
  1021. bool CBattleInterface::isTileAttackable(const BattleHex & number) const
  1022. {
  1023. for (auto & elem : occupyableHexes)
  1024. {
  1025. if (BattleHex::mutualPosition(elem, number) != -1 || elem == number)
  1026. return true;
  1027. }
  1028. return false;
  1029. }
  1030. bool CBattleInterface::isCatapultAttackable(BattleHex hex) const
  1031. {
  1032. if (!siegeH || tacticsMode) return false;
  1033. auto wallPart = curInt->cb->battleHexToWallPart(hex);
  1034. if (!curInt->cb->isWallPartPotentiallyAttackable(wallPart)) return false;
  1035. auto state = curInt->cb->battleGetWallState(static_cast<int>(wallPart));
  1036. return state != EWallState::DESTROYED && state != EWallState::NONE;
  1037. }
  1038. const CGHeroInstance * CBattleInterface::getActiveHero()
  1039. {
  1040. const CStack *attacker = activeStack;
  1041. if(!attacker)
  1042. {
  1043. return nullptr;
  1044. }
  1045. if(attacker->side == BattleSide::ATTACKER)
  1046. {
  1047. return attackingHeroInstance;
  1048. }
  1049. return defendingHeroInstance;
  1050. }
  1051. void CBattleInterface::hexLclicked(int whichOne)
  1052. {
  1053. handleHex(whichOne, LCLICK);
  1054. }
  1055. void CBattleInterface::stackIsCatapulting(const CatapultAttack & ca)
  1056. {
  1057. if (ca.attacker != -1)
  1058. {
  1059. const CStack *stack = curInt->cb->battleGetStackByID(ca.attacker);
  1060. for (auto attackInfo : ca.attackedParts)
  1061. {
  1062. addNewAnim(new CShootingAnimation(this, stack, attackInfo.destinationTile, nullptr, true, attackInfo.damageDealt));
  1063. }
  1064. }
  1065. else
  1066. {
  1067. //no attacker stack, assume spell-related (earthquake) - only hit animation
  1068. for (auto attackInfo : ca.attackedParts)
  1069. {
  1070. Point destPos = CClickableHex::getXYUnitAnim(attackInfo.destinationTile, nullptr, this) + Point(99, 120);
  1071. addNewAnim(new CEffectAnimation(this, "SGEXPL.DEF", destPos.x, destPos.y));
  1072. }
  1073. }
  1074. waitForAnims();
  1075. for (auto attackInfo : ca.attackedParts)
  1076. {
  1077. int wallId = attackInfo.attackedPart + 2;
  1078. //gate state changing handled separately
  1079. if (wallId == SiegeHelper::GATE)
  1080. continue;
  1081. SDL_FreeSurface(siegeH->walls[wallId]);
  1082. siegeH->walls[wallId] = BitmapHandler::loadBitmap(
  1083. siegeH->getSiegeName(wallId, curInt->cb->battleGetWallState(attackInfo.attackedPart)));
  1084. }
  1085. }
  1086. void CBattleInterface::battleFinished(const BattleResult& br)
  1087. {
  1088. bresult = &br;
  1089. {
  1090. auto unlockPim = vstd::makeUnlockGuard(*CPlayerInterface::pim);
  1091. animsAreDisplayed.waitUntil(false);
  1092. }
  1093. setActiveStack(nullptr);
  1094. displayBattleFinished();
  1095. }
  1096. void CBattleInterface::displayBattleFinished()
  1097. {
  1098. CCS->curh->changeGraphic(ECursor::ADVENTURE,0);
  1099. if(settings["session"]["spectate"].Bool() && settings["session"]["spectate-skip-battle-result"].Bool())
  1100. {
  1101. GH.popIntTotally(this);
  1102. return;
  1103. }
  1104. SDL_Rect temp_rect = genRect(561, 470, (screen->w - 800)/2 + 165, (screen->h - 600)/2 + 19);
  1105. resWindow = new CBattleResultWindow(*bresult, temp_rect, *this->curInt);
  1106. GH.pushInt(resWindow);
  1107. curInt->waitWhileDialog(); // Avoid freeze when AI end turn after battle. Check bug #1897
  1108. }
  1109. void CBattleInterface::spellCast(const BattleSpellCast * sc)
  1110. {
  1111. const SpellID spellID = sc->spellID;
  1112. const CSpell * spell = spellID.toSpell();
  1113. if(!spell)
  1114. return;
  1115. const std::string & castSoundPath = spell->getCastSound();
  1116. if (!castSoundPath.empty())
  1117. CCS->soundh->playSound(castSoundPath);
  1118. const auto casterStackID = sc->casterStack;
  1119. const CStack * casterStack = nullptr;
  1120. if(casterStackID >= 0)
  1121. {
  1122. casterStack = curInt->cb->battleGetStackByID(casterStackID);
  1123. }
  1124. Point srccoord = (sc->side ? Point(770, 60) : Point(30, 60)) + pos; //hero position by default
  1125. {
  1126. if(casterStack != nullptr)
  1127. {
  1128. srccoord = CClickableHex::getXYUnitAnim(casterStack->getPosition(), casterStack, this);
  1129. srccoord.x += 250;
  1130. srccoord.y += 240;
  1131. }
  1132. }
  1133. if(casterStack != nullptr && sc->activeCast)
  1134. {
  1135. //todo: custom cast animation for hero
  1136. displaySpellCast(spellID, casterStack->getPosition());
  1137. addNewAnim(new CCastAnimation(this, casterStack, sc->tile, curInt->cb->battleGetStackByPos(sc->tile)));
  1138. }
  1139. waitForAnims(); //wait for cast animation
  1140. //playing projectile animation
  1141. if (sc->tile.isValid())
  1142. {
  1143. Point destcoord = CClickableHex::getXYUnitAnim(sc->tile, curInt->cb->battleGetStackByPos(sc->tile), this); //position attacked by projectile
  1144. destcoord.x += 250; destcoord.y += 240;
  1145. //animation angle
  1146. double angle = atan2(static_cast<double>(destcoord.x - srccoord.x), static_cast<double>(destcoord.y - srccoord.y));
  1147. bool Vflip = (angle < 0);
  1148. if (Vflip)
  1149. angle = -angle;
  1150. std::string animToDisplay = spell->animationInfo.selectProjectile(angle);
  1151. if(!animToDisplay.empty())
  1152. {
  1153. //TODO: calculate inside CEffectAnimation
  1154. std::shared_ptr<CAnimation> tmp = std::make_shared<CAnimation>(animToDisplay);
  1155. tmp->load(0, 0);
  1156. IImage * first = tmp->getImage(0, 0);
  1157. //displaying animation
  1158. double diffX = (destcoord.x - srccoord.x)*(destcoord.x - srccoord.x);
  1159. double diffY = (destcoord.y - srccoord.y)*(destcoord.y - srccoord.y);
  1160. double distance = sqrt(diffX + diffY);
  1161. int steps = distance / AnimationControls::getSpellEffectSpeed() + 1;
  1162. int dx = (destcoord.x - srccoord.x - first->width())/steps;
  1163. int dy = (destcoord.y - srccoord.y - first->height())/steps;
  1164. addNewAnim(new CEffectAnimation(this, animToDisplay, srccoord.x, srccoord.y, dx, dy, Vflip));
  1165. }
  1166. }
  1167. waitForAnims(); //wait for projectile animation
  1168. displaySpellHit(spellID, sc->tile);
  1169. //queuing affect animation
  1170. for(auto & elem : sc->affectedCres)
  1171. {
  1172. auto stack = curInt->cb->battleGetStackByID(elem, false);
  1173. if(stack)
  1174. displaySpellEffect(spellID, stack->getPosition());
  1175. }
  1176. //queuing additional animation
  1177. for(auto & elem : sc->customEffects)
  1178. {
  1179. auto stack = curInt->cb->battleGetStackByID(elem.stack, false);
  1180. if(stack)
  1181. displayEffect(elem.effect, stack->getPosition());
  1182. }
  1183. //displaying message in console
  1184. displayBattleLog(sc->battleLog);
  1185. waitForAnims();
  1186. //mana absorption
  1187. if (sc->manaGained > 0)
  1188. {
  1189. Point leftHero = Point(15, 30) + pos;
  1190. Point rightHero = Point(755, 30) + pos;
  1191. addNewAnim(new CEffectAnimation(this, sc->side ? "SP07_A.DEF" : "SP07_B.DEF", leftHero.x, leftHero.y, 0, 0, false));
  1192. addNewAnim(new CEffectAnimation(this, sc->side ? "SP07_B.DEF" : "SP07_A.DEF", rightHero.x, rightHero.y, 0, 0, false));
  1193. }
  1194. }
  1195. void CBattleInterface::battleStacksEffectsSet(const SetStackEffect & sse)
  1196. {
  1197. for(const MetaString & line : sse.battleLog)
  1198. console->addText(line.toString());
  1199. if(activeStack != nullptr)
  1200. redrawBackgroundWithHexes(activeStack);
  1201. }
  1202. CBattleInterface::PossibleActions CBattleInterface::getCasterAction(const CSpell * spell, const spells::Caster * caster, spells::Mode mode) const
  1203. {
  1204. PossibleActions spellSelMode = ANY_LOCATION;
  1205. const CSpell::TargetInfo ti(spell, caster->getSpellSchoolLevel(spell), mode);
  1206. if(ti.massive || ti.type == spells::AimType::NO_TARGET)
  1207. spellSelMode = NO_LOCATION;
  1208. else if(ti.type == spells::AimType::LOCATION && ti.clearAffected)
  1209. spellSelMode = FREE_LOCATION;
  1210. else if(ti.type == spells::AimType::CREATURE)
  1211. spellSelMode = AIMED_SPELL_CREATURE;
  1212. else if(ti.type == spells::AimType::OBSTACLE)
  1213. spellSelMode = OBSTACLE;
  1214. return spellSelMode;
  1215. }
  1216. void CBattleInterface::setHeroAnimation(ui8 side, int phase)
  1217. {
  1218. if(side == BattleSide::ATTACKER)
  1219. {
  1220. if(attackingHero)
  1221. attackingHero->setPhase(phase);
  1222. }
  1223. else
  1224. {
  1225. if(defendingHero)
  1226. defendingHero->setPhase(phase);
  1227. }
  1228. }
  1229. void CBattleInterface::castThisSpell(SpellID spellID)
  1230. {
  1231. spellToCast = new BattleAction();
  1232. spellToCast->actionType = EActionType::HERO_SPELL;
  1233. spellToCast->actionSubtype = spellID; //spell number
  1234. spellToCast->stackNumber = (attackingHeroInstance->tempOwner == curInt->playerID) ? -1 : -2;
  1235. spellToCast->side = defendingHeroInstance ? (curInt->playerID == defendingHeroInstance->tempOwner) : false;
  1236. spellDestSelectMode = true;
  1237. creatureCasting = false;
  1238. //choosing possible targets
  1239. const CGHeroInstance *castingHero = (attackingHeroInstance->tempOwner == curInt->playerID) ? attackingHeroInstance : defendingHeroInstance;
  1240. assert(castingHero); // code below assumes non-null hero
  1241. sp = spellID.toSpell();
  1242. PossibleActions spellSelMode = getCasterAction(sp, castingHero, spells::Mode::HERO);
  1243. if (spellSelMode == NO_LOCATION) //user does not have to select location
  1244. {
  1245. spellToCast->aimToHex(BattleHex::INVALID);
  1246. curInt->cb->battleMakeAction(spellToCast);
  1247. endCastingSpell();
  1248. }
  1249. else
  1250. {
  1251. possibleActions.clear();
  1252. possibleActions.push_back (spellSelMode); //only this one action can be performed at the moment
  1253. GH.fakeMouseMove();//update cursor
  1254. }
  1255. }
  1256. void CBattleInterface::displayBattleLog(const std::vector<MetaString> & battleLog)
  1257. {
  1258. for(const auto & line : battleLog)
  1259. {
  1260. std::string formatted = line.toString();
  1261. boost::algorithm::trim(formatted);
  1262. if(!console->addText(formatted))
  1263. logGlobal->warn("Too long battle log line");
  1264. }
  1265. }
  1266. void CBattleInterface::displayCustomEffects(const std::vector<CustomEffectInfo> & customEffects)
  1267. {
  1268. for(const CustomEffectInfo & one : customEffects)
  1269. {
  1270. if(one.sound != 0)
  1271. CCS->soundh->playSound(soundBase::soundID(one.sound));
  1272. const CStack * s = curInt->cb->battleGetStackByID(one.stack, false);
  1273. if(s && one.effect != 0)
  1274. displayEffect(one.effect, s->getPosition());
  1275. }
  1276. }
  1277. void CBattleInterface::displayEffect(ui32 effect, BattleHex destTile)
  1278. {
  1279. std::string customAnim = graphics->battleACToDef[effect][0];
  1280. addNewAnim(new CEffectAnimation(this, customAnim, destTile));
  1281. }
  1282. void CBattleInterface::displaySpellAnimation(const CSpell::TAnimation & animation, BattleHex destinationTile)
  1283. {
  1284. if (animation.pause > 0)
  1285. {
  1286. addNewAnim(new CDummyAnimation(this, animation.pause));
  1287. }
  1288. else
  1289. {
  1290. addNewAnim(new CEffectAnimation(this, animation.resourceName, destinationTile, false, animation.verticalPosition == VerticalPosition::BOTTOM));
  1291. }
  1292. }
  1293. void CBattleInterface::displaySpellCast(SpellID spellID, BattleHex destinationTile)
  1294. {
  1295. const CSpell *spell = spellID.toSpell();
  1296. if (spell == nullptr)
  1297. return;
  1298. for (const CSpell::TAnimation & animation : spell->animationInfo.cast)
  1299. {
  1300. displaySpellAnimation(animation, destinationTile);
  1301. }
  1302. }
  1303. void CBattleInterface::displaySpellEffect(SpellID spellID, BattleHex destinationTile)
  1304. {
  1305. const CSpell *spell = spellID.toSpell();
  1306. if (spell == nullptr)
  1307. return;
  1308. for (const CSpell::TAnimation & animation : spell->animationInfo.affect)
  1309. {
  1310. displaySpellAnimation(animation, destinationTile);
  1311. }
  1312. }
  1313. void CBattleInterface::displaySpellHit(SpellID spellID, BattleHex destinationTile)
  1314. {
  1315. const CSpell *spell = spellID.toSpell();
  1316. if (spell == nullptr)
  1317. return;
  1318. for (const CSpell::TAnimation & animation : spell->animationInfo.hit)
  1319. {
  1320. displaySpellAnimation(animation, destinationTile);
  1321. }
  1322. }
  1323. void CBattleInterface::battleTriggerEffect(const BattleTriggerEffect & bte)
  1324. {
  1325. const CStack * stack = curInt->cb->battleGetStackByID(bte.stackID);
  1326. if(!stack)
  1327. {
  1328. logGlobal->error("Invalid stack ID %d", bte.stackID);
  1329. return;
  1330. }
  1331. //don't show animation when no HP is regenerated
  1332. switch(bte.effect)
  1333. {
  1334. //TODO: move to bonus type handler
  1335. case Bonus::HP_REGENERATION:
  1336. displayEffect(74, stack->getPosition());
  1337. CCS->soundh->playSound(soundBase::REGENER);
  1338. break;
  1339. case Bonus::MANA_DRAIN:
  1340. displayEffect(77, stack->getPosition());
  1341. CCS->soundh->playSound(soundBase::MANADRAI);
  1342. break;
  1343. case Bonus::POISON:
  1344. displayEffect(67, stack->getPosition());
  1345. CCS->soundh->playSound(soundBase::POISON);
  1346. break;
  1347. case Bonus::FEAR:
  1348. displayEffect(15, stack->getPosition());
  1349. CCS->soundh->playSound(soundBase::FEAR);
  1350. break;
  1351. case Bonus::MORALE:
  1352. {
  1353. std::string hlp = CGI->generaltexth->allTexts[33];
  1354. boost::algorithm::replace_first(hlp,"%s",(stack->getName()));
  1355. displayEffect(20,stack->getPosition());
  1356. CCS->soundh->playSound(soundBase::GOODMRLE);
  1357. console->addText(hlp);
  1358. break;
  1359. }
  1360. default:
  1361. return;
  1362. }
  1363. //waitForAnims(); //fixme: freezes game :?
  1364. }
  1365. void CBattleInterface::setAnimSpeed(int set)
  1366. {
  1367. Settings speed = settings.write["battle"]["animationSpeed"];
  1368. speed->Float() = float(set) / 100;
  1369. }
  1370. int CBattleInterface::getAnimSpeed() const
  1371. {
  1372. if(settings["session"]["spectate"].Bool() && !settings["session"]["spectate-battle-speed"].isNull())
  1373. return vstd::round(settings["session"]["spectate-battle-speed"].Float() *100);
  1374. return vstd::round(settings["battle"]["animationSpeed"].Float() *100);
  1375. }
  1376. CPlayerInterface *CBattleInterface::getCurrentPlayerInterface() const
  1377. {
  1378. return curInt.get();
  1379. }
  1380. void CBattleInterface::setActiveStack(const CStack *stack)
  1381. {
  1382. if (activeStack) // update UI
  1383. creAnims[activeStack->ID]->setBorderColor(AnimationControls::getNoBorder());
  1384. activeStack = stack;
  1385. if (activeStack) // update UI
  1386. creAnims[activeStack->ID]->setBorderColor(AnimationControls::getGoldBorder());
  1387. blockUI(activeStack == nullptr);
  1388. }
  1389. void CBattleInterface::setHoveredStack(const CStack *stack)
  1390. {
  1391. if (mouseHoveredStack)
  1392. creAnims[mouseHoveredStack->ID]->setBorderColor(AnimationControls::getNoBorder());
  1393. // stack must be alive and not active (which uses gold border instead)
  1394. if (stack && stack->alive() && stack != activeStack)
  1395. {
  1396. mouseHoveredStack = stack;
  1397. if (mouseHoveredStack)
  1398. {
  1399. creAnims[mouseHoveredStack->ID]->setBorderColor(AnimationControls::getBlueBorder());
  1400. if (creAnims[mouseHoveredStack->ID]->framesInGroup(CCreatureAnim::MOUSEON) > 0)
  1401. creAnims[mouseHoveredStack->ID]->playOnce(CCreatureAnim::MOUSEON);
  1402. }
  1403. }
  1404. else
  1405. mouseHoveredStack = nullptr;
  1406. }
  1407. void CBattleInterface::activateStack()
  1408. {
  1409. myTurn = true;
  1410. if (!!attackerInt && defenderInt) //hotseat -> need to pick which interface "takes over" as active
  1411. curInt = attackerInt->playerID == stackToActivate->owner ? attackerInt : defenderInt;
  1412. setActiveStack(stackToActivate);
  1413. stackToActivate = nullptr;
  1414. const CStack *s = activeStack;
  1415. queue->update();
  1416. redrawBackgroundWithHexes(activeStack);
  1417. //set casting flag to true if creature can use it to not check it every time
  1418. const auto spellcaster = s->getBonusLocalFirst(Selector::type(Bonus::SPELLCASTER)),
  1419. randomSpellcaster = s->getBonusLocalFirst(Selector::type(Bonus::RANDOM_SPELLCASTER));
  1420. if(s->canCast() && (spellcaster || randomSpellcaster))
  1421. {
  1422. stackCanCastSpell = true;
  1423. if(randomSpellcaster)
  1424. creatureSpellToCast = -1; //spell will be set later on cast
  1425. else
  1426. creatureSpellToCast = curInt->cb->battleGetRandomStackSpell(CRandomGenerator::getDefault(), s, CBattleInfoCallback::RANDOM_AIMED); //faerie dragon can cast only one spell until their next move
  1427. //TODO: what if creature can cast BOTH random genie spell and aimed spell?
  1428. //TODO: faerie dragon type spell should be selected by server
  1429. }
  1430. else
  1431. {
  1432. stackCanCastSpell = false;
  1433. creatureSpellToCast = -1;
  1434. }
  1435. getPossibleActionsForStack(s, false);
  1436. GH.fakeMouseMove();
  1437. }
  1438. void CBattleInterface::endCastingSpell()
  1439. {
  1440. if (spellDestSelectMode)
  1441. {
  1442. vstd::clear_pointer(spellToCast);
  1443. sp = nullptr;
  1444. spellDestSelectMode = false;
  1445. CCS->curh->changeGraphic(ECursor::COMBAT, ECursor::COMBAT_POINTER);
  1446. if (activeStack)
  1447. {
  1448. getPossibleActionsForStack(activeStack, false); //restore actions after they were cleared
  1449. myTurn = true;
  1450. }
  1451. }
  1452. else
  1453. {
  1454. if (activeStack)
  1455. {
  1456. getPossibleActionsForStack(activeStack, false);
  1457. GH.fakeMouseMove();
  1458. }
  1459. }
  1460. }
  1461. void CBattleInterface::enterCreatureCastingMode()
  1462. {
  1463. //silently check for possible errors
  1464. if (!myTurn)
  1465. return;
  1466. if (tacticsMode)
  1467. return;
  1468. //hero is casting a spell
  1469. if (spellDestSelectMode)
  1470. return;
  1471. if (!activeStack)
  1472. return;
  1473. if (!stackCanCastSpell)
  1474. return;
  1475. //random spellcaster
  1476. if (creatureSpellToCast == -1)
  1477. return;
  1478. if (vstd::contains(possibleActions, NO_LOCATION))
  1479. {
  1480. const spells::Caster *caster = activeStack;
  1481. const CSpell *spell = SpellID(creatureSpellToCast).toSpell();
  1482. const bool isCastingPossible = spell->canBeCastAt(curInt->cb.get(), spells::Mode::CREATURE_ACTIVE, caster, BattleHex::INVALID);
  1483. if (isCastingPossible)
  1484. {
  1485. myTurn = false;
  1486. giveCommand(EActionType::MONSTER_SPELL, BattleHex::INVALID, creatureSpellToCast);
  1487. selectedStack = nullptr;
  1488. CCS->curh->changeGraphic(ECursor::COMBAT, ECursor::COMBAT_POINTER);
  1489. }
  1490. }
  1491. else
  1492. {
  1493. getPossibleActionsForStack(activeStack, true);
  1494. GH.fakeMouseMove();
  1495. }
  1496. }
  1497. void CBattleInterface::getPossibleActionsForStack(const CStack *stack, const bool forceCast)
  1498. {
  1499. possibleActions.clear();
  1500. if (tacticsMode)
  1501. {
  1502. possibleActions.push_back(MOVE_TACTICS);
  1503. possibleActions.push_back(CHOOSE_TACTICS_STACK);
  1504. }
  1505. else
  1506. {
  1507. PossibleActions notPriority = INVALID;
  1508. //first action will be prioritized over later ones
  1509. if(stack->canCast()) //TODO: check for battlefield effects that prevent casting?
  1510. {
  1511. if(stack->hasBonusOfType (Bonus::SPELLCASTER))
  1512. {
  1513. if(creatureSpellToCast != -1)
  1514. {
  1515. const CSpell *spell = SpellID(creatureSpellToCast).toSpell();
  1516. PossibleActions act = getCasterAction(spell, stack, spells::Mode::CREATURE_ACTIVE);
  1517. if(forceCast)
  1518. {
  1519. //forced action to be only one possible
  1520. possibleActions.push_back(act);
  1521. return;
  1522. }
  1523. else
  1524. //if cast is not forced, cast action will have lowest priority
  1525. notPriority = act;
  1526. }
  1527. }
  1528. if (stack->hasBonusOfType (Bonus::RANDOM_SPELLCASTER))
  1529. possibleActions.push_back (RANDOM_GENIE_SPELL);
  1530. if (stack->hasBonusOfType (Bonus::DAEMON_SUMMONING))
  1531. possibleActions.push_back (RISE_DEMONS);
  1532. }
  1533. if(stack->canShoot())
  1534. possibleActions.push_back(SHOOT);
  1535. if(stack->hasBonusOfType(Bonus::RETURN_AFTER_STRIKE))
  1536. possibleActions.push_back(ATTACK_AND_RETURN);
  1537. possibleActions.push_back(ATTACK); //all active stacks can attack
  1538. possibleActions.push_back(WALK_AND_ATTACK); //not all stacks can always walk, but we will check this elsewhere
  1539. if (stack->canMove() && stack->Speed(0, true)) //probably no reason to try move war machines or bound stacks
  1540. possibleActions.push_back (MOVE_STACK); //all active stacks can attack
  1541. if (siegeH && stack->hasBonusOfType (Bonus::CATAPULT)) //TODO: check shots
  1542. possibleActions.push_back (CATAPULT);
  1543. if (stack->hasBonusOfType (Bonus::HEALER))
  1544. possibleActions.push_back (HEAL);
  1545. if (notPriority != INVALID)
  1546. possibleActions.push_back(notPriority);
  1547. }
  1548. }
  1549. void CBattleInterface::printConsoleAttacked(const CStack * defender, int dmg, int killed, const CStack * attacker, bool multiple)
  1550. {
  1551. std::string formattedText;
  1552. if(attacker) //ignore if stacks were killed by spell
  1553. {
  1554. MetaString text;
  1555. attacker->addText(text, MetaString::GENERAL_TXT, 376);
  1556. attacker->addNameReplacement(text);
  1557. text.addReplacement(dmg);
  1558. formattedText = text.toString();
  1559. }
  1560. if(killed > 0)
  1561. {
  1562. if(attacker)
  1563. formattedText.append(" ");
  1564. boost::format txt;
  1565. if(killed > 1)
  1566. {
  1567. txt = boost::format(CGI->generaltexth->allTexts[379]) % killed % (multiple ? CGI->generaltexth->allTexts[43] : defender->getCreature()->namePl); // creatures perish
  1568. }
  1569. else //killed == 1
  1570. {
  1571. txt = boost::format(CGI->generaltexth->allTexts[378]) % (multiple ? CGI->generaltexth->allTexts[42] : defender->getCreature()->nameSing); // creature perishes
  1572. }
  1573. std::string trimmed = boost::to_string(txt);
  1574. boost::algorithm::trim(trimmed); // these default h3 texts have unnecessary new lines, so get rid of them before displaying
  1575. formattedText.append(trimmed);
  1576. }
  1577. console->addText(formattedText);
  1578. }
  1579. void CBattleInterface::endAction(const BattleAction* action)
  1580. {
  1581. const CStack *stack = curInt->cb->battleGetStackByID(action->stackNumber);
  1582. if(action->actionType == EActionType::HERO_SPELL)
  1583. setHeroAnimation(action->side, 0);
  1584. //check if we should reverse stacks
  1585. //for some strange reason, it's not enough
  1586. TStacks stacks = curInt->cb->battleGetStacks(CBattleCallback::MINE_AND_ENEMY);
  1587. for (const CStack *s : stacks)
  1588. {
  1589. if (s && creDir[s->ID] != (s->side == BattleSide::ATTACKER) && s->alive()
  1590. && creAnims[s->ID]->isIdle())
  1591. {
  1592. addNewAnim(new CReverseAnimation(this, s, s->getPosition(), false));
  1593. }
  1594. }
  1595. queue->update();
  1596. if (tacticsMode) //stack ended movement in tactics phase -> select the next one
  1597. bTacticNextStack(stack);
  1598. if(action->actionType == EActionType::HERO_SPELL) //we have activated next stack after sending request that has been just realized -> blockmap due to movement has changed
  1599. redrawBackgroundWithHexes(activeStack);
  1600. if (activeStack && !animsAreDisplayed.get() && pendingAnims.empty() && !active)
  1601. {
  1602. logGlobal->warn("Something wrong... interface was deactivated but there is no animation. Reactivating...");
  1603. blockUI(false);
  1604. }
  1605. else
  1606. {
  1607. // block UI if no active stack (e.g. enemy turn);
  1608. blockUI(activeStack == nullptr);
  1609. }
  1610. }
  1611. void CBattleInterface::hideQueue()
  1612. {
  1613. Settings showQueue = settings.write["battle"]["showQueue"];
  1614. showQueue->Bool() = false;
  1615. queue->deactivate();
  1616. if (!queue->embedded)
  1617. {
  1618. moveBy(Point(0, -queue->pos.h / 2));
  1619. GH.totalRedraw();
  1620. }
  1621. }
  1622. void CBattleInterface::showQueue()
  1623. {
  1624. Settings showQueue = settings.write["battle"]["showQueue"];
  1625. showQueue->Bool() = true;
  1626. queue->activate();
  1627. if (!queue->embedded)
  1628. {
  1629. moveBy(Point(0, +queue->pos.h / 2));
  1630. GH.totalRedraw();
  1631. }
  1632. }
  1633. void CBattleInterface::blockUI(bool on)
  1634. {
  1635. bool canCastSpells = false;
  1636. auto hero = curInt->cb->battleGetMyHero();
  1637. if(hero)
  1638. {
  1639. ESpellCastProblem::ESpellCastProblem spellcastingProblem = curInt->cb->battleCanCastSpell(hero, spells::Mode::HERO);
  1640. //if magic is blocked, we leave button active, so the message can be displayed after button click
  1641. canCastSpells = spellcastingProblem == ESpellCastProblem::OK || spellcastingProblem == ESpellCastProblem::MAGIC_IS_BLOCKED;
  1642. }
  1643. bool canWait = activeStack ? !activeStack->waited() : false;
  1644. bOptions->block(on);
  1645. bFlee->block(on || !curInt->cb->battleCanFlee());
  1646. bSurrender->block(on || curInt->cb->battleGetSurrenderCost() < 0);
  1647. // block only if during enemy turn and auto-fight is off
  1648. // othervice - crash on accessing non-exisiting active stack
  1649. bAutofight->block(!curInt->isAutoFightOn && !activeStack);
  1650. if (tacticsMode && btactEnd && btactNext)
  1651. {
  1652. btactNext->block(on);
  1653. btactEnd->block(on);
  1654. }
  1655. else
  1656. {
  1657. bConsoleUp->block(on);
  1658. bConsoleDown->block(on);
  1659. }
  1660. bSpell->block(on || tacticsMode || !canCastSpells);
  1661. bWait->block(on || tacticsMode || !canWait);
  1662. bDefence->block(on || tacticsMode);
  1663. }
  1664. void CBattleInterface::startAction(const BattleAction* action)
  1665. {
  1666. //setActiveStack(nullptr);
  1667. setHoveredStack(nullptr);
  1668. blockUI(true);
  1669. if(action->actionType == EActionType::END_TACTIC_PHASE)
  1670. {
  1671. SDL_FreeSurface(menu);
  1672. menu = BitmapHandler::loadBitmap("CBAR.bmp");
  1673. graphics->blueToPlayersAdv(menu, curInt->playerID);
  1674. return;
  1675. }
  1676. const CStack *stack = curInt->cb->battleGetStackByID(action->stackNumber);
  1677. if (stack)
  1678. {
  1679. queue->update();
  1680. }
  1681. else
  1682. {
  1683. assert(action->actionType == EActionType::HERO_SPELL); //only cast spell is valid action without acting stack number
  1684. }
  1685. auto actionTarget = action->getTarget(curInt->cb.get());
  1686. if(action->actionType == EActionType::WALK
  1687. || (action->actionType == EActionType::WALK_AND_ATTACK && actionTarget.at(0).hexValue != stack->getPosition()))
  1688. {
  1689. assert(stack);
  1690. moveStarted = true;
  1691. if (creAnims[action->stackNumber]->framesInGroup(CCreatureAnim::MOVE_START))
  1692. {
  1693. pendingAnims.push_back(std::make_pair(new CMovementStartAnimation(this, stack), false));
  1694. }
  1695. }
  1696. redraw(); // redraw after deactivation, including proper handling of hovered hexes
  1697. if(action->actionType == EActionType::HERO_SPELL) //when hero casts spell
  1698. {
  1699. setHeroAnimation(action->side, 4);
  1700. return;
  1701. }
  1702. if (!stack)
  1703. {
  1704. logGlobal->error("Something wrong with stackNumber in actionStarted. Stack number: %d", action->stackNumber);
  1705. return;
  1706. }
  1707. int txtid = 0;
  1708. switch(action->actionType)
  1709. {
  1710. case EActionType::WAIT:
  1711. txtid = 136;
  1712. break;
  1713. case EActionType::BAD_MORALE:
  1714. txtid = -34; //negative -> no separate singular/plural form
  1715. displayEffect(30, stack->getPosition());
  1716. CCS->soundh->playSound(soundBase::BADMRLE);
  1717. break;
  1718. }
  1719. if(txtid != 0)
  1720. console->addText(stack->formatGeneralMessage(txtid));
  1721. //displaying special abilities
  1722. switch(action->actionType)
  1723. {
  1724. case EActionType::STACK_HEAL:
  1725. displayEffect(74, actionTarget.at(0).hexValue);
  1726. CCS->soundh->playSound(soundBase::REGENER);
  1727. break;
  1728. }
  1729. }
  1730. void CBattleInterface::waitForAnims()
  1731. {
  1732. auto unlockPim = vstd::makeUnlockGuard(*CPlayerInterface::pim);
  1733. animsAreDisplayed.waitWhileTrue();
  1734. }
  1735. void CBattleInterface::bEndTacticPhase()
  1736. {
  1737. setActiveStack(nullptr);
  1738. blockUI(true);
  1739. tacticsMode = false;
  1740. }
  1741. static bool immobile(const CStack *s)
  1742. {
  1743. return !s->Speed(0, true); //should bound stacks be immobile?
  1744. }
  1745. void CBattleInterface::bTacticNextStack(const CStack * current)
  1746. {
  1747. if (!current)
  1748. current = activeStack;
  1749. //no switching stacks when the current one is moving
  1750. waitForAnims();
  1751. TStacks stacksOfMine = tacticianInterface->cb->battleGetStacks(CBattleCallback::ONLY_MINE);
  1752. vstd::erase_if (stacksOfMine, &immobile);
  1753. if (stacksOfMine.empty())
  1754. {
  1755. bEndTacticPhase();
  1756. return;
  1757. }
  1758. auto it = vstd::find(stacksOfMine, current);
  1759. if (it != stacksOfMine.end() && ++it != stacksOfMine.end())
  1760. stackActivated(*it);
  1761. else
  1762. stackActivated(stacksOfMine.front());
  1763. }
  1764. std::string formatDmgRange(std::pair<ui32, ui32> dmgRange)
  1765. {
  1766. if (dmgRange.first != dmgRange.second)
  1767. return (boost::format("%d - %d") % dmgRange.first % dmgRange.second).str();
  1768. else
  1769. return (boost::format("%d") % dmgRange.first).str();
  1770. }
  1771. bool CBattleInterface::canStackMoveHere(const CStack * activeStack, BattleHex myNumber)
  1772. {
  1773. std::vector<BattleHex> acc = curInt->cb->battleGetAvailableHexes(activeStack);
  1774. BattleHex shiftedDest = myNumber.cloneInDirection(activeStack->destShiftDir(), false);
  1775. if (vstd::contains(acc, myNumber))
  1776. return true;
  1777. else if (activeStack->doubleWide() && vstd::contains(acc, shiftedDest))
  1778. return true;
  1779. else
  1780. return false;
  1781. }
  1782. void CBattleInterface::handleHex(BattleHex myNumber, int eventType)
  1783. {
  1784. if (!myTurn) //we are not permit to do anything
  1785. return;
  1786. // This function handles mouse move over hexes and l-clicking on them.
  1787. // First we decide what happens if player clicks on this hex and set appropriately
  1788. // consoleMsg, cursorFrame/Type and prepare lambda realizeAction.
  1789. //
  1790. // Then, depending whether it was hover/click we either call the action or set tooltip/cursor.
  1791. //used when hovering -> tooltip message and cursor to be set
  1792. std::string consoleMsg;
  1793. bool setCursor = true; //if we want to suppress setting cursor
  1794. ECursor::ECursorTypes cursorType = ECursor::COMBAT;
  1795. int cursorFrame = ECursor::COMBAT_POINTER; //TODO: is this line used?
  1796. //used when l-clicking -> action to be called upon the click
  1797. std::function<void()> realizeAction;
  1798. //Get stack on the hex - first try to grab the alive one, if not found -> allow dead stacks.
  1799. const CStack * shere = curInt->cb->battleGetStackByPos(myNumber, true);
  1800. if(!shere)
  1801. shere = curInt->cb->battleGetStackByPos(myNumber, false);
  1802. if(!activeStack)
  1803. return;
  1804. bool ourStack = false;
  1805. if (shere)
  1806. ourStack = shere->owner == curInt->playerID;
  1807. //stack changed, update selection border
  1808. if (shere != mouseHoveredStack)
  1809. {
  1810. setHoveredStack(shere);
  1811. }
  1812. localActions.clear();
  1813. illegalActions.clear();
  1814. const bool forcedAction = possibleActions.size() == 1;
  1815. for (PossibleActions action : possibleActions)
  1816. {
  1817. bool legalAction = false; //this action is legal and can be performed
  1818. bool notLegal = false; //this action is not legal and should display message
  1819. switch (action)
  1820. {
  1821. case CHOOSE_TACTICS_STACK:
  1822. if (shere && ourStack)
  1823. legalAction = true;
  1824. break;
  1825. case MOVE_TACTICS:
  1826. case MOVE_STACK:
  1827. {
  1828. if (!(shere && shere->alive())) //we can walk on dead stacks
  1829. {
  1830. if(canStackMoveHere(activeStack, myNumber))
  1831. legalAction = true;
  1832. }
  1833. break;
  1834. }
  1835. case ATTACK:
  1836. case WALK_AND_ATTACK:
  1837. case ATTACK_AND_RETURN:
  1838. {
  1839. if(curInt->cb->battleCanAttack(activeStack, shere, myNumber))
  1840. {
  1841. if (isTileAttackable(myNumber)) // move isTileAttackable to be part of battleCanAttack?
  1842. {
  1843. setBattleCursor(myNumber); // temporary - needed for following function :(
  1844. BattleHex attackFromHex = fromWhichHexAttack(myNumber);
  1845. if (attackFromHex >= 0) //we can be in this line when unreachable creature is L - clicked (as of revision 1308)
  1846. legalAction = true;
  1847. }
  1848. }
  1849. }
  1850. break;
  1851. case SHOOT:
  1852. if(curInt->cb->battleCanShoot(activeStack, myNumber))
  1853. legalAction = true;
  1854. break;
  1855. case ANY_LOCATION:
  1856. if (myNumber > -1) //TODO: this should be checked for all actions
  1857. {
  1858. if(isCastingPossibleHere(activeStack, shere, myNumber))
  1859. legalAction = true;
  1860. }
  1861. break;
  1862. case AIMED_SPELL_CREATURE:
  1863. if(shere && isCastingPossibleHere(activeStack, shere, myNumber))
  1864. legalAction = true;
  1865. break;
  1866. case RANDOM_GENIE_SPELL:
  1867. {
  1868. if(shere && ourStack && shere != activeStack && shere->alive()) //only positive spells for other allied creatures
  1869. {
  1870. int spellID = curInt->cb->battleGetRandomStackSpell(CRandomGenerator::getDefault(), shere, CBattleInfoCallback::RANDOM_GENIE);
  1871. if(spellID > -1)
  1872. {
  1873. legalAction = true;
  1874. }
  1875. }
  1876. }
  1877. break;
  1878. case OBSTACLE:
  1879. if(isCastingPossibleHere(activeStack, shere, myNumber))
  1880. legalAction = true;
  1881. break;
  1882. case TELEPORT:
  1883. {
  1884. //todo: move to mechanics
  1885. ui8 skill = 0;
  1886. if (creatureCasting)
  1887. skill = activeStack->getEffectLevel(SpellID(SpellID::TELEPORT).toSpell());
  1888. else
  1889. skill = getActiveHero()->getEffectLevel(SpellID(SpellID::TELEPORT).toSpell());
  1890. //TODO: explicitely save power, skill
  1891. if (curInt->cb->battleCanTeleportTo(selectedStack, myNumber, skill))
  1892. legalAction = true;
  1893. else
  1894. notLegal = true;
  1895. }
  1896. break;
  1897. case SACRIFICE: //choose our living stack to sacrifice
  1898. if (shere && shere != selectedStack && ourStack && shere->alive())
  1899. legalAction = true;
  1900. else
  1901. notLegal = true;
  1902. break;
  1903. case FREE_LOCATION:
  1904. legalAction = true;
  1905. if(!isCastingPossibleHere(activeStack, shere, myNumber))
  1906. {
  1907. legalAction = false;
  1908. notLegal = true;
  1909. }
  1910. break;
  1911. case CATAPULT:
  1912. if (isCatapultAttackable(myNumber))
  1913. legalAction = true;
  1914. break;
  1915. case HEAL:
  1916. if (shere && ourStack && shere->canBeHealed())
  1917. legalAction = true;
  1918. break;
  1919. case RISE_DEMONS:
  1920. if (shere && ourStack && !shere->alive())
  1921. {
  1922. if (!(shere->hasBonusOfType(Bonus::UNDEAD)
  1923. || shere->hasBonusOfType(Bonus::NON_LIVING)
  1924. || shere->summoned
  1925. || shere->isClone()
  1926. || shere->hasBonusOfType(Bonus::SIEGE_WEAPON)
  1927. ))
  1928. legalAction = true;
  1929. }
  1930. break;
  1931. }
  1932. if (legalAction)
  1933. localActions.push_back (action);
  1934. else if (notLegal || forcedAction)
  1935. illegalActions.push_back (action);
  1936. }
  1937. illegalAction = INVALID; //clear it in first place
  1938. if (vstd::contains(localActions, selectedAction)) //try to use last selected action by default
  1939. currentAction = selectedAction;
  1940. else if (localActions.size()) //if not possible, select first available action (they are sorted by suggested priority)
  1941. currentAction = localActions.front();
  1942. else //no legal action possible
  1943. {
  1944. currentAction = INVALID; //don't allow to do anything
  1945. if (vstd::contains(illegalActions, selectedAction))
  1946. illegalAction = selectedAction;
  1947. else if (illegalActions.size())
  1948. illegalAction = illegalActions.front();
  1949. else if (shere && ourStack && shere->alive()) //last possibility - display info about our creature
  1950. {
  1951. currentAction = CREATURE_INFO;
  1952. }
  1953. else
  1954. illegalAction = INVALID; //we should never be here
  1955. }
  1956. bool isCastingPossible = false;
  1957. bool secondaryTarget = false;
  1958. if (currentAction > INVALID)
  1959. {
  1960. switch (currentAction) //display console message, realize selected action
  1961. {
  1962. case CHOOSE_TACTICS_STACK:
  1963. consoleMsg = (boost::format(CGI->generaltexth->allTexts[481]) % shere->getName()).str(); //Select %s
  1964. realizeAction = [=](){ stackActivated(shere); };
  1965. break;
  1966. case MOVE_TACTICS:
  1967. case MOVE_STACK:
  1968. if (activeStack->hasBonusOfType(Bonus::FLYING))
  1969. {
  1970. cursorFrame = ECursor::COMBAT_FLY;
  1971. consoleMsg = (boost::format(CGI->generaltexth->allTexts[295]) % activeStack->getName()).str(); //Fly %s here
  1972. }
  1973. else
  1974. {
  1975. cursorFrame = ECursor::COMBAT_MOVE;
  1976. consoleMsg = (boost::format(CGI->generaltexth->allTexts[294]) % activeStack->getName()).str(); //Move %s here
  1977. }
  1978. realizeAction = [=]()
  1979. {
  1980. if(activeStack->doubleWide())
  1981. {
  1982. std::vector<BattleHex> acc = curInt->cb->battleGetAvailableHexes(activeStack);
  1983. BattleHex shiftedDest = myNumber.cloneInDirection(activeStack->destShiftDir(), false);
  1984. if(vstd::contains(acc, myNumber))
  1985. giveCommand(EActionType::WALK, myNumber);
  1986. else if(vstd::contains(acc, shiftedDest))
  1987. giveCommand(EActionType::WALK, shiftedDest);
  1988. }
  1989. else
  1990. {
  1991. giveCommand(EActionType::WALK, myNumber);
  1992. }
  1993. };
  1994. break;
  1995. case ATTACK:
  1996. case WALK_AND_ATTACK:
  1997. case ATTACK_AND_RETURN: //TODO: allow to disable return
  1998. {
  1999. setBattleCursor(myNumber); //handle direction of cursor and attackable tile
  2000. setCursor = false; //don't overwrite settings from the call above //TODO: what does it mean?
  2001. bool returnAfterAttack = currentAction == ATTACK_AND_RETURN;
  2002. realizeAction = [=]()
  2003. {
  2004. BattleHex attackFromHex = fromWhichHexAttack(myNumber);
  2005. if(attackFromHex.isValid()) //we can be in this line when unreachable creature is L - clicked (as of revision 1308)
  2006. {
  2007. auto command = new BattleAction(BattleAction::makeMeleeAttack(activeStack, myNumber, attackFromHex, returnAfterAttack));
  2008. sendCommand(command, activeStack);
  2009. }
  2010. };
  2011. std::string estDmgText = formatDmgRange(curInt->cb->battleEstimateDamage(activeStack, shere)); //calculating estimated dmg
  2012. consoleMsg = (boost::format(CGI->generaltexth->allTexts[36]) % shere->getName() % estDmgText).str(); //Attack %s (%s damage)
  2013. }
  2014. break;
  2015. case SHOOT:
  2016. {
  2017. if (curInt->cb->battleHasShootingPenalty(activeStack, myNumber))
  2018. cursorFrame = ECursor::COMBAT_SHOOT_PENALTY;
  2019. else
  2020. cursorFrame = ECursor::COMBAT_SHOOT;
  2021. realizeAction = [=](){giveCommand(EActionType::SHOOT, myNumber);};
  2022. std::string estDmgText = formatDmgRange(curInt->cb->battleEstimateDamage(activeStack, shere)); //calculating estimated dmg
  2023. //printing - Shoot %s (%d shots left, %s damage)
  2024. consoleMsg = (boost::format(CGI->generaltexth->allTexts[296]) % shere->getName() % activeStack->shots.available() % estDmgText).str();
  2025. }
  2026. break;
  2027. case AIMED_SPELL_CREATURE:
  2028. sp = CGI->spellh->objects[creatureCasting ? creatureSpellToCast : spellToCast->actionSubtype]; //necessary if creature has random Genie spell at same time
  2029. consoleMsg = boost::str(boost::format(CGI->generaltexth->allTexts[27]) % sp->name % shere->getName()); //Cast %s on %s
  2030. switch (sp->id)
  2031. {
  2032. case SpellID::SACRIFICE:
  2033. case SpellID::TELEPORT:
  2034. selectedStack = shere; //remember first target
  2035. secondaryTarget = true;
  2036. break;
  2037. }
  2038. isCastingPossible = true;
  2039. break;
  2040. case ANY_LOCATION:
  2041. sp = CGI->spellh->objects[creatureCasting ? creatureSpellToCast : spellToCast->actionSubtype]; //necessary if creature has random Genie spell at same time
  2042. consoleMsg = boost::str(boost::format(CGI->generaltexth->allTexts[26]) % sp->name); //Cast %s
  2043. isCastingPossible = true;
  2044. break;
  2045. case RANDOM_GENIE_SPELL: //we assume that teleport / sacrifice will never be available as random spell
  2046. sp = nullptr;
  2047. consoleMsg = boost::str(boost::format(CGI->generaltexth->allTexts[301]) % shere->getName()); //Cast a spell on %
  2048. creatureCasting = true;
  2049. isCastingPossible = true;
  2050. break;
  2051. case TELEPORT:
  2052. consoleMsg = CGI->generaltexth->allTexts[25]; //Teleport Here
  2053. cursorFrame = ECursor::COMBAT_TELEPORT;
  2054. isCastingPossible = true;
  2055. break;
  2056. case OBSTACLE:
  2057. consoleMsg = CGI->generaltexth->allTexts[550];
  2058. //TODO: remove obstacle cursor
  2059. isCastingPossible = true;
  2060. break;
  2061. case SACRIFICE:
  2062. consoleMsg = (boost::format(CGI->generaltexth->allTexts[549]) % shere->getName()).str(); //sacrifice the %s
  2063. cursorFrame = ECursor::COMBAT_SACRIFICE;
  2064. isCastingPossible = true;
  2065. break;
  2066. case FREE_LOCATION:
  2067. consoleMsg = boost::str(boost::format(CGI->generaltexth->allTexts[26]) % sp->name); //Cast %s
  2068. isCastingPossible = true;
  2069. break;
  2070. case HEAL:
  2071. cursorFrame = ECursor::COMBAT_HEAL;
  2072. consoleMsg = (boost::format(CGI->generaltexth->allTexts[419]) % shere->getName()).str(); //Apply first aid to the %s
  2073. realizeAction = [=](){ giveCommand(EActionType::STACK_HEAL, myNumber); }; //command healing
  2074. break;
  2075. case RISE_DEMONS:
  2076. cursorType = ECursor::SPELLBOOK;
  2077. realizeAction = [=]()
  2078. {
  2079. giveCommand(EActionType::DAEMON_SUMMONING, myNumber);
  2080. };
  2081. break;
  2082. case CATAPULT:
  2083. cursorFrame = ECursor::COMBAT_SHOOT_CATAPULT;
  2084. realizeAction = [=](){ giveCommand(EActionType::CATAPULT, myNumber); };
  2085. break;
  2086. case CREATURE_INFO:
  2087. {
  2088. cursorFrame = ECursor::COMBAT_QUERY;
  2089. consoleMsg = (boost::format(CGI->generaltexth->allTexts[297]) % shere->getName()).str();
  2090. realizeAction = [=](){ GH.pushInt(new CStackWindow(shere, false)); };
  2091. break;
  2092. }
  2093. }
  2094. }
  2095. else //no possible valid action, display message
  2096. {
  2097. switch (illegalAction)
  2098. {
  2099. case AIMED_SPELL_CREATURE:
  2100. case RANDOM_GENIE_SPELL:
  2101. cursorFrame = ECursor::COMBAT_BLOCKED;
  2102. consoleMsg = CGI->generaltexth->allTexts[23];
  2103. break;
  2104. case TELEPORT:
  2105. cursorFrame = ECursor::COMBAT_BLOCKED;
  2106. consoleMsg = CGI->generaltexth->allTexts[24]; //Invalid Teleport Destination
  2107. break;
  2108. case SACRIFICE:
  2109. consoleMsg = CGI->generaltexth->allTexts[543]; //choose army to sacrifice
  2110. break;
  2111. case FREE_LOCATION:
  2112. cursorFrame = ECursor::COMBAT_BLOCKED;
  2113. consoleMsg = boost::str(boost::format(CGI->generaltexth->allTexts[181]) % sp->name); //No room to place %s here
  2114. break;
  2115. default:
  2116. if (myNumber == -1)
  2117. CCS->curh->changeGraphic(ECursor::COMBAT, ECursor::COMBAT_POINTER); //set neutral cursor over menu etc.
  2118. else
  2119. cursorFrame = ECursor::COMBAT_BLOCKED;
  2120. break;
  2121. }
  2122. }
  2123. if (isCastingPossible) //common part
  2124. {
  2125. switch (currentAction) //don't use that with teleport / sacrifice
  2126. {
  2127. case TELEPORT: //FIXME: more generic solution?
  2128. case SACRIFICE:
  2129. break;
  2130. default:
  2131. cursorType = ECursor::SPELLBOOK;
  2132. cursorFrame = 0;
  2133. if (consoleMsg.empty() && sp)
  2134. consoleMsg = boost::str(boost::format(CGI->generaltexth->allTexts[26]) % sp->name); //Cast %s
  2135. break;
  2136. }
  2137. realizeAction = [=]()
  2138. {
  2139. if(secondaryTarget) //select that target now
  2140. {
  2141. possibleActions.clear();
  2142. switch (sp->id.toEnum())
  2143. {
  2144. case SpellID::TELEPORT: //don't cast spell yet, only select target
  2145. spellToCast->aimToUnit(shere);
  2146. possibleActions.push_back(TELEPORT);
  2147. break;
  2148. case SpellID::SACRIFICE:
  2149. spellToCast->aimToHex(myNumber);
  2150. possibleActions.push_back(SACRIFICE);
  2151. break;
  2152. }
  2153. }
  2154. else
  2155. {
  2156. if (creatureCasting)
  2157. {
  2158. if (sp)
  2159. {
  2160. giveCommand(EActionType::MONSTER_SPELL, myNumber, creatureSpellToCast);
  2161. }
  2162. else //unknown random spell
  2163. {
  2164. giveCommand(EActionType::MONSTER_SPELL, myNumber);
  2165. }
  2166. }
  2167. else
  2168. {
  2169. assert(sp);
  2170. switch (sp->id.toEnum())
  2171. {
  2172. case SpellID::SACRIFICE:
  2173. spellToCast->aimToUnit(shere);//victim
  2174. break;
  2175. default:
  2176. spellToCast->aimToHex(myNumber);
  2177. break;
  2178. }
  2179. curInt->cb->battleMakeAction(spellToCast);
  2180. endCastingSpell();
  2181. }
  2182. selectedStack = nullptr;
  2183. }
  2184. };
  2185. }
  2186. {
  2187. if (eventType == MOVE)
  2188. {
  2189. if (setCursor)
  2190. CCS->curh->changeGraphic(cursorType, cursorFrame);
  2191. this->console->alterText(consoleMsg);
  2192. this->console->whoSetAlter = 0;
  2193. }
  2194. if (eventType == LCLICK && realizeAction)
  2195. {
  2196. //opening creature window shouldn't affect myTurn...
  2197. if ((currentAction != CREATURE_INFO) && !secondaryTarget)
  2198. {
  2199. myTurn = false; //tends to crash with empty calls
  2200. }
  2201. realizeAction();
  2202. if (!secondaryTarget) //do not replace teleport or sacrifice cursor
  2203. CCS->curh->changeGraphic(ECursor::COMBAT, ECursor::COMBAT_POINTER);
  2204. this->console->alterText("");
  2205. }
  2206. }
  2207. }
  2208. bool CBattleInterface::isCastingPossibleHere(const CStack *sactive, const CStack *shere, BattleHex myNumber)
  2209. {
  2210. creatureCasting = stackCanCastSpell && !spellDestSelectMode; //TODO: allow creatures to cast aimed spells
  2211. bool isCastingPossible = true;
  2212. int spellID = -1;
  2213. if (creatureCasting)
  2214. {
  2215. if (creatureSpellToCast > -1 && (shere != sactive)) //can't cast on itself
  2216. spellID = creatureSpellToCast; //TODO: merge with SpellTocast?
  2217. }
  2218. else //hero casting
  2219. {
  2220. spellID = spellToCast->actionSubtype;
  2221. }
  2222. sp = nullptr;
  2223. if (spellID >= 0)
  2224. sp = CGI->spellh->objects[spellID];
  2225. if (sp)
  2226. {
  2227. const spells::Caster *caster = creatureCasting ? static_cast<const spells::Caster *>(sactive) : static_cast<const spells::Caster *>(curInt->cb->battleGetMyHero());
  2228. if (caster == nullptr)
  2229. {
  2230. isCastingPossible = false;//just in case
  2231. }
  2232. else
  2233. {
  2234. const spells::Mode mode = creatureCasting ? spells::Mode::CREATURE_ACTIVE : spells::Mode::HERO;
  2235. isCastingPossible = sp->canBeCastAt(curInt->cb.get(), mode, caster, myNumber);
  2236. }
  2237. }
  2238. else
  2239. isCastingPossible = false;
  2240. if (!myNumber.isAvailable() && !shere) //empty tile outside battlefield (or in the unavailable border column)
  2241. isCastingPossible = false;
  2242. return isCastingPossible;
  2243. }
  2244. BattleHex CBattleInterface::fromWhichHexAttack(BattleHex myNumber)
  2245. {
  2246. //TODO far too much repeating code
  2247. BattleHex destHex;
  2248. switch(CCS->curh->frame)
  2249. {
  2250. case 12: //from bottom right
  2251. {
  2252. bool doubleWide = activeStack->doubleWide();
  2253. destHex = myNumber + ( (myNumber/GameConstants::BFIELD_WIDTH)%2 ? GameConstants::BFIELD_WIDTH : GameConstants::BFIELD_WIDTH+1 ) +
  2254. (activeStack->side == BattleSide::ATTACKER && doubleWide ? 1 : 0);
  2255. if(vstd::contains(occupyableHexes, destHex))
  2256. return destHex;
  2257. else if(activeStack->side == BattleSide::ATTACKER)
  2258. {
  2259. if (vstd::contains(occupyableHexes, destHex+1))
  2260. return destHex+1;
  2261. }
  2262. else //if we are defender
  2263. {
  2264. if(vstd::contains(occupyableHexes, destHex-1))
  2265. return destHex-1;
  2266. }
  2267. break;
  2268. }
  2269. case 7: //from bottom left
  2270. {
  2271. destHex = myNumber + ( (myNumber/GameConstants::BFIELD_WIDTH)%2 ? GameConstants::BFIELD_WIDTH-1 : GameConstants::BFIELD_WIDTH );
  2272. if (vstd::contains(occupyableHexes, destHex))
  2273. return destHex;
  2274. else if(activeStack->side == BattleSide::ATTACKER)
  2275. {
  2276. if(vstd::contains(occupyableHexes, destHex+1))
  2277. return destHex+1;
  2278. }
  2279. else //we are defender
  2280. {
  2281. if(vstd::contains(occupyableHexes, destHex-1))
  2282. return destHex-1;
  2283. }
  2284. break;
  2285. }
  2286. case 8: //from left
  2287. {
  2288. if(activeStack->doubleWide() && activeStack->side == BattleSide::DEFENDER)
  2289. {
  2290. std::vector<BattleHex> acc = curInt->cb->battleGetAvailableHexes(activeStack);
  2291. if (vstd::contains(acc, myNumber))
  2292. return myNumber - 1;
  2293. else
  2294. return myNumber - 2;
  2295. }
  2296. else
  2297. {
  2298. return myNumber - 1;
  2299. }
  2300. break;
  2301. }
  2302. case 9: //from top left
  2303. {
  2304. destHex = myNumber - ((myNumber/GameConstants::BFIELD_WIDTH) % 2 ? GameConstants::BFIELD_WIDTH + 1 : GameConstants::BFIELD_WIDTH);
  2305. if(vstd::contains(occupyableHexes, destHex))
  2306. return destHex;
  2307. else if(activeStack->side == BattleSide::ATTACKER)
  2308. {
  2309. if(vstd::contains(occupyableHexes, destHex+1))
  2310. return destHex+1;
  2311. }
  2312. else //if we are defender
  2313. {
  2314. if(vstd::contains(occupyableHexes, destHex-1))
  2315. return destHex-1;
  2316. }
  2317. break;
  2318. }
  2319. case 10: //from top right
  2320. {
  2321. bool doubleWide = activeStack->doubleWide();
  2322. destHex = myNumber - ( (myNumber/GameConstants::BFIELD_WIDTH)%2 ? GameConstants::BFIELD_WIDTH : GameConstants::BFIELD_WIDTH-1 ) +
  2323. (activeStack->side == BattleSide::ATTACKER && doubleWide ? 1 : 0);
  2324. if(vstd::contains(occupyableHexes, destHex))
  2325. return destHex;
  2326. else if(activeStack->side == BattleSide::ATTACKER)
  2327. {
  2328. if(vstd::contains(occupyableHexes, destHex+1))
  2329. return destHex+1;
  2330. }
  2331. else //if we are defender
  2332. {
  2333. if(vstd::contains(occupyableHexes, destHex-1))
  2334. return destHex-1;
  2335. }
  2336. break;
  2337. }
  2338. case 11: //from right
  2339. {
  2340. if(activeStack->doubleWide() && activeStack->side == BattleSide::ATTACKER)
  2341. {
  2342. std::vector<BattleHex> acc = curInt->cb->battleGetAvailableHexes(activeStack);
  2343. if(vstd::contains(acc, myNumber))
  2344. return myNumber + 1;
  2345. else
  2346. return myNumber + 2;
  2347. }
  2348. else
  2349. {
  2350. return myNumber + 1;
  2351. }
  2352. break;
  2353. }
  2354. case 13: //from bottom
  2355. {
  2356. destHex = myNumber + ( (myNumber/GameConstants::BFIELD_WIDTH)%2 ? GameConstants::BFIELD_WIDTH : GameConstants::BFIELD_WIDTH+1 );
  2357. if(vstd::contains(occupyableHexes, destHex))
  2358. return destHex;
  2359. else if(activeStack->side == BattleSide::ATTACKER)
  2360. {
  2361. if(vstd::contains(occupyableHexes, destHex+1))
  2362. return destHex+1;
  2363. }
  2364. else //if we are defender
  2365. {
  2366. if(vstd::contains(occupyableHexes, destHex-1))
  2367. return destHex-1;
  2368. }
  2369. break;
  2370. }
  2371. case 14: //from top
  2372. {
  2373. destHex = myNumber - ( (myNumber/GameConstants::BFIELD_WIDTH)%2 ? GameConstants::BFIELD_WIDTH : GameConstants::BFIELD_WIDTH-1 );
  2374. if (vstd::contains(occupyableHexes, destHex))
  2375. return destHex;
  2376. else if(activeStack->side == BattleSide::ATTACKER)
  2377. {
  2378. if(vstd::contains(occupyableHexes, destHex+1))
  2379. return destHex+1;
  2380. }
  2381. else //if we are defender
  2382. {
  2383. if(vstd::contains(occupyableHexes, destHex-1))
  2384. return destHex-1;
  2385. }
  2386. break;
  2387. }
  2388. }
  2389. return -1;
  2390. }
  2391. Rect CBattleInterface::hexPosition(BattleHex hex) const
  2392. {
  2393. int x = 14 + ((hex.getY())%2==0 ? 22 : 0) + 44*hex.getX() + pos.x;
  2394. int y = 86 + 42 *hex.getY() + pos.y;
  2395. int w = cellShade->w;
  2396. int h = cellShade->h;
  2397. return Rect(x, y, w, h);
  2398. }
  2399. void CBattleInterface::obstaclePlaced(const CObstacleInstance & oi)
  2400. {
  2401. //so when multiple obstacles are added, they show up one after another
  2402. waitForAnims();
  2403. soundBase::soundID sound; // FIXME(v.markovtsev): soundh->playSound() is commented in the end => warning
  2404. std::string defname;
  2405. switch(oi.obstacleType)
  2406. {
  2407. case CObstacleInstance::SPELL_CREATED:
  2408. {
  2409. auto &spellObstacle = dynamic_cast<const SpellCreatedObstacle&>(oi);
  2410. defname = spellObstacle.appearAnimation;
  2411. //TODO: sound
  2412. //soundBase::QUIKSAND
  2413. //soundBase::LANDMINE
  2414. //soundBase::FORCEFLD
  2415. //soundBase::fireWall
  2416. }
  2417. break;
  2418. default:
  2419. logGlobal->error("I don't know how to animate appearing obstacle of type %d", (int)oi.obstacleType);
  2420. return;
  2421. }
  2422. auto animation = std::make_shared<CAnimation>(defname);
  2423. animation->preload();
  2424. IImage * first = animation->getImage(0, 0);
  2425. if(!first)
  2426. return;
  2427. //we assume here that effect graphics have the same size as the usual obstacle image
  2428. // -> if we know how to blit obstacle, let's blit the effect in the same place
  2429. Point whereTo = getObstaclePosition(first, oi);
  2430. addNewAnim(new CEffectAnimation(this, animation, whereTo.x, whereTo.y));
  2431. //TODO we need to wait after playing sound till it's finished, otherwise it overlaps and sounds really bad
  2432. //CCS->soundh->playSound(sound);
  2433. }
  2434. void CBattleInterface::gateStateChanged(const EGateState state)
  2435. {
  2436. auto oldState = curInt->cb->battleGetGateState();
  2437. bool playSound = false;
  2438. int stateId = EWallState::NONE;
  2439. switch(state)
  2440. {
  2441. case EGateState::CLOSED:
  2442. if (oldState != EGateState::BLOCKED)
  2443. playSound = true;
  2444. break;
  2445. case EGateState::BLOCKED:
  2446. if (oldState != EGateState::CLOSED)
  2447. playSound = true;
  2448. break;
  2449. case EGateState::OPENED:
  2450. playSound = true;
  2451. stateId = EWallState::DAMAGED;
  2452. break;
  2453. case EGateState::DESTROYED:
  2454. stateId = EWallState::DESTROYED;
  2455. break;
  2456. }
  2457. if (oldState != EGateState::NONE && oldState != EGateState::CLOSED && oldState != EGateState::BLOCKED)
  2458. SDL_FreeSurface(siegeH->walls[SiegeHelper::GATE]);
  2459. if (stateId != EWallState::NONE)
  2460. siegeH->walls[SiegeHelper::GATE] = BitmapHandler::loadBitmap(siegeH->getSiegeName(SiegeHelper::GATE, stateId));
  2461. if (playSound)
  2462. CCS->soundh->playSound(soundBase::DRAWBRG);
  2463. }
  2464. const CGHeroInstance *CBattleInterface::currentHero() const
  2465. {
  2466. if (attackingHeroInstance->tempOwner == curInt->playerID)
  2467. return attackingHeroInstance;
  2468. else
  2469. return defendingHeroInstance;
  2470. }
  2471. InfoAboutHero CBattleInterface::enemyHero() const
  2472. {
  2473. InfoAboutHero ret;
  2474. if (attackingHeroInstance->tempOwner == curInt->playerID)
  2475. curInt->cb->getHeroInfo(defendingHeroInstance, ret);
  2476. else
  2477. curInt->cb->getHeroInfo(attackingHeroInstance, ret);
  2478. return ret;
  2479. }
  2480. void CBattleInterface::requestAutofightingAIToTakeAction()
  2481. {
  2482. assert(curInt->isAutoFightOn);
  2483. boost::thread aiThread([&]()
  2484. {
  2485. auto ba = make_unique<BattleAction>(curInt->autofightingAI->activeStack(activeStack));
  2486. if (curInt->isAutoFightOn)
  2487. {
  2488. if (tacticsMode)
  2489. {
  2490. // Always end tactics mode. Player interface is blocked currently, so it's not possible that
  2491. // the AI can take any action except end tactics phase (AI actions won't be triggered)
  2492. //TODO implement the possibility that the AI will be triggered for further actions
  2493. //TODO any solution to merge tactics phase & normal phase in the way it is handled by the player and battle interface?
  2494. setActiveStack(nullptr);
  2495. blockUI(true);
  2496. tacticsMode = false;
  2497. }
  2498. else
  2499. {
  2500. givenCommand.setn(ba.release());
  2501. }
  2502. }
  2503. else
  2504. {
  2505. boost::unique_lock<boost::recursive_mutex> un(*CPlayerInterface::pim);
  2506. activateStack();
  2507. }
  2508. });
  2509. aiThread.detach();
  2510. }
  2511. CBattleInterface::SiegeHelper::SiegeHelper(const CGTownInstance *siegeTown, const CBattleInterface *_owner)
  2512. : owner(_owner), town(siegeTown)
  2513. {
  2514. for (int g = 0; g < ARRAY_COUNT(walls); ++g)
  2515. {
  2516. if (g != SiegeHelper::GATE)
  2517. walls[g] = BitmapHandler::loadBitmap(getSiegeName(g));
  2518. }
  2519. }
  2520. CBattleInterface::SiegeHelper::~SiegeHelper()
  2521. {
  2522. auto gateState = owner->curInt->cb->battleGetGateState();
  2523. for (int g = 0; g < ARRAY_COUNT(walls); ++g)
  2524. {
  2525. if (g != SiegeHelper::GATE || (gateState != EGateState::NONE && gateState != EGateState::CLOSED && gateState != EGateState::BLOCKED))
  2526. SDL_FreeSurface(walls[g]);
  2527. }
  2528. }
  2529. std::string CBattleInterface::SiegeHelper::getSiegeName(ui16 what) const
  2530. {
  2531. return getSiegeName(what, EWallState::INTACT);
  2532. }
  2533. std::string CBattleInterface::SiegeHelper::getSiegeName(ui16 what, int state) const
  2534. {
  2535. auto getImageIndex = [&]() -> int
  2536. {
  2537. switch (state)
  2538. {
  2539. case EWallState::INTACT : return 1;
  2540. case EWallState::DAMAGED : return 2;
  2541. case EWallState::DESTROYED :
  2542. if (what == 2 || what == 3 || what == 8) // towers don't have separate image here
  2543. return 2;
  2544. else
  2545. return 3;
  2546. }
  2547. return 1;
  2548. };
  2549. const std::string & prefix = town->town->clientInfo.siegePrefix;
  2550. std::string addit = boost::lexical_cast<std::string>(getImageIndex());
  2551. switch(what)
  2552. {
  2553. case SiegeHelper::BACKGROUND:
  2554. return prefix + "BACK.BMP";
  2555. case SiegeHelper::BACKGROUND_WALL:
  2556. {
  2557. switch(town->town->faction->index)
  2558. {
  2559. case ETownType::RAMPART:
  2560. case ETownType::NECROPOLIS:
  2561. case ETownType::DUNGEON:
  2562. case ETownType::STRONGHOLD:
  2563. return prefix + "TPW1.BMP";
  2564. default:
  2565. return prefix + "TPWL.BMP";
  2566. }
  2567. }
  2568. case SiegeHelper::KEEP:
  2569. return prefix + "MAN" + addit + ".BMP";
  2570. case SiegeHelper::BOTTOM_TOWER:
  2571. return prefix + "TW1" + addit + ".BMP";
  2572. case SiegeHelper::BOTTOM_WALL:
  2573. return prefix + "WA1" + addit + ".BMP";
  2574. case SiegeHelper::WALL_BELLOW_GATE:
  2575. return prefix + "WA3" + addit + ".BMP";
  2576. case SiegeHelper::WALL_OVER_GATE:
  2577. return prefix + "WA4" + addit + ".BMP";
  2578. case SiegeHelper::UPPER_WALL:
  2579. return prefix + "WA6" + addit + ".BMP";
  2580. case SiegeHelper::UPPER_TOWER:
  2581. return prefix + "TW2" + addit + ".BMP";
  2582. case SiegeHelper::GATE:
  2583. return prefix + "DRW" + addit + ".BMP";
  2584. case SiegeHelper::GATE_ARCH:
  2585. return prefix + "ARCH.BMP";
  2586. case SiegeHelper::BOTTOM_STATIC_WALL:
  2587. return prefix + "WA2.BMP";
  2588. case SiegeHelper::UPPER_STATIC_WALL:
  2589. return prefix + "WA5.BMP";
  2590. case SiegeHelper::MOAT:
  2591. return prefix + "MOAT.BMP";
  2592. case SiegeHelper::BACKGROUND_MOAT:
  2593. return prefix + "MLIP.BMP";
  2594. case SiegeHelper::KEEP_BATTLEMENT:
  2595. return prefix + "MANC.BMP";
  2596. case SiegeHelper::BOTTOM_BATTLEMENT:
  2597. return prefix + "TW1C.BMP";
  2598. case SiegeHelper::UPPER_BATTLEMENT:
  2599. return prefix + "TW2C.BMP";
  2600. default:
  2601. return "";
  2602. }
  2603. }
  2604. void CBattleInterface::SiegeHelper::printPartOfWall(SDL_Surface *to, int what)
  2605. {
  2606. Point pos = Point(-1, -1);
  2607. auto & ci = town->town->clientInfo;
  2608. if (vstd::iswithin(what, 1, 17))
  2609. {
  2610. pos.x = ci.siegePositions[what].x + owner->pos.x;
  2611. pos.y = ci.siegePositions[what].y + owner->pos.y;
  2612. }
  2613. if (town->town->faction->index == ETownType::TOWER
  2614. && (what == SiegeHelper::MOAT || what == SiegeHelper::BACKGROUND_MOAT))
  2615. return; // no moat in Tower. TODO: remove hardcode somehow?
  2616. if (pos.x != -1)
  2617. {
  2618. //gate have no displayed bitmap when drawbridge is raised
  2619. if (what == SiegeHelper::GATE)
  2620. {
  2621. auto gateState = owner->curInt->cb->battleGetGateState();
  2622. if (gateState != EGateState::OPENED && gateState != EGateState::DESTROYED)
  2623. return;
  2624. }
  2625. blitAt(walls[what], pos.x, pos.y, to);
  2626. }
  2627. }
  2628. CatapultProjectileInfo::CatapultProjectileInfo(Point from, Point dest)
  2629. {
  2630. facA = 0.005; // seems to be constant
  2631. // system of 2 linear equations, solutions of which are missing coefficients
  2632. // for quadratic equation a*x*x + b*x + c
  2633. double eq[2][3] = {
  2634. { static_cast<double>(from.x), 1.0, from.y - facA*from.x*from.x },
  2635. { static_cast<double>(dest.x), 1.0, dest.y - facA*dest.x*dest.x }
  2636. };
  2637. // solve system via determinants
  2638. double det = eq[0][0] *eq[1][1] - eq[1][0] *eq[0][1];
  2639. double detB = eq[0][2] *eq[1][1] - eq[1][2] *eq[0][1];
  2640. double detC = eq[0][0] *eq[1][2] - eq[1][0] *eq[0][2];
  2641. facB = detB / det;
  2642. facC = detC / det;
  2643. // make sure that parabola is correct e.g. passes through from and dest
  2644. assert(fabs(calculateY(from.x) - from.y) < 1.0);
  2645. assert(fabs(calculateY(dest.x) - dest.y) < 1.0);
  2646. }
  2647. double CatapultProjectileInfo::calculateY(double x)
  2648. {
  2649. return facA *pow(x, 2.0) + facB *x + facC;
  2650. }
  2651. void CBattleInterface::showAll(SDL_Surface *to)
  2652. {
  2653. show(to);
  2654. }
  2655. void CBattleInterface::show(SDL_Surface *to)
  2656. {
  2657. assert(to);
  2658. SDL_Rect buf;
  2659. SDL_GetClipRect(to, &buf);
  2660. SDL_SetClipRect(to, &pos);
  2661. ++animCount;
  2662. showBackground(to);
  2663. showBattlefieldObjects(to);
  2664. showProjectiles(to);
  2665. updateBattleAnimations();
  2666. SDL_SetClipRect(to, &buf); //restoring previous clip_rect
  2667. showInterface(to);
  2668. //activation of next stack
  2669. if (pendingAnims.empty() && stackToActivate != nullptr)
  2670. {
  2671. activateStack();
  2672. //we may have changed active interface (another side in hot-seat),
  2673. // so we can't continue drawing with old setting.
  2674. show(to);
  2675. }
  2676. }
  2677. void CBattleInterface::showBackground(SDL_Surface *to)
  2678. {
  2679. if (activeStack != nullptr && creAnims[activeStack->ID]->isIdle()) //show everything with range
  2680. {
  2681. // FIXME: any *real* reason to keep this separate? Speed difference can't be that big
  2682. blitAt(backgroundWithHexes, pos.x, pos.y, to);
  2683. }
  2684. else
  2685. {
  2686. showBackgroundImage(to);
  2687. showAbsoluteObstacles(to);
  2688. }
  2689. showHighlightedHexes(to);
  2690. }
  2691. void CBattleInterface::showBackgroundImage(SDL_Surface *to)
  2692. {
  2693. blitAt(background, pos.x, pos.y, to);
  2694. if (settings["battle"]["cellBorders"].Bool())
  2695. {
  2696. CSDL_Ext::blit8bppAlphaTo24bpp(cellBorders, nullptr, to, &pos);
  2697. }
  2698. }
  2699. void CBattleInterface::showAbsoluteObstacles(SDL_Surface * to)
  2700. {
  2701. //Blit absolute obstacles
  2702. for(auto & oi : curInt->cb->battleGetAllObstacles())
  2703. {
  2704. if(oi->obstacleType == CObstacleInstance::ABSOLUTE_OBSTACLE)
  2705. {
  2706. IImage * img = getObstacleImage(*oi);
  2707. if(img)
  2708. img->draw(to, pos.x + oi->getInfo().width, pos.y + oi->getInfo().height);
  2709. }
  2710. }
  2711. if (siegeH && siegeH->town->hasBuilt(BuildingID::CITADEL))
  2712. siegeH->printPartOfWall(to, SiegeHelper::BACKGROUND_MOAT);
  2713. }
  2714. void CBattleInterface::showHighlightedHexes(SDL_Surface *to)
  2715. {
  2716. bool delayedBlit = false; //workaround for blitting enemy stack hex without mouse shadow with stack range on
  2717. if(activeStack && settings["battle"]["stackRange"].Bool())
  2718. {
  2719. std::set<BattleHex> set = curInt->cb->battleGetAttackedHexes(activeStack, currentlyHoveredHex, attackingHex);
  2720. for(BattleHex hex : set)
  2721. if(hex != currentlyHoveredHex)
  2722. showHighlightedHex(to, hex);
  2723. // display the movement shadow of the stack at b (i.e. stack under mouse)
  2724. const CStack * const shere = curInt->cb->battleGetStackByPos(currentlyHoveredHex, false);
  2725. if(shere && shere != activeStack && shere->alive())
  2726. {
  2727. std::vector<BattleHex> v = curInt->cb->battleGetAvailableHexes(shere, true, nullptr);
  2728. for(BattleHex hex : v)
  2729. {
  2730. if(hex != currentlyHoveredHex)
  2731. showHighlightedHex(to, hex);
  2732. else if(!settings["battle"]["mouseShadow"].Bool())
  2733. delayedBlit = true; //blit at the end of method to avoid graphic artifacts
  2734. else
  2735. showHighlightedHex(to, hex, true); //blit now and blit 2nd time later for darker shadow - avoids graphic artifacts
  2736. }
  2737. }
  2738. }
  2739. for(int b=0; b<GameConstants::BFIELD_SIZE; ++b)
  2740. {
  2741. if(bfield[b]->strictHovered && bfield[b]->hovered)
  2742. {
  2743. if(previouslyHoveredHex == -1)
  2744. previouslyHoveredHex = b; //something to start with
  2745. if(currentlyHoveredHex == -1)
  2746. currentlyHoveredHex = b; //something to start with
  2747. if(currentlyHoveredHex != b) //repair hover info
  2748. {
  2749. previouslyHoveredHex = currentlyHoveredHex;
  2750. currentlyHoveredHex = b;
  2751. }
  2752. if(settings["battle"]["mouseShadow"].Bool() || delayedBlit)
  2753. {
  2754. const spells::Caster *caster = nullptr;
  2755. const CSpell *spell = nullptr;
  2756. spells::Mode mode = spells::Mode::HERO;
  2757. if(spellToCast)//hero casts spell
  2758. {
  2759. spell = SpellID(spellToCast->actionSubtype).toSpell();
  2760. caster = getActiveHero();
  2761. }
  2762. else if(creatureSpellToCast >= 0 && stackCanCastSpell && creatureCasting)//stack casts spell
  2763. {
  2764. spell = SpellID(creatureSpellToCast).toSpell();
  2765. caster = activeStack;
  2766. mode = spells::Mode::CREATURE_ACTIVE;
  2767. }
  2768. if(caster && spell) //when casting spell
  2769. {
  2770. // printing shaded hex(es)
  2771. auto shaded = spell->rangeInHexes(curInt->cb.get(), mode, caster, currentlyHoveredHex);
  2772. for(BattleHex shadedHex : shaded)
  2773. {
  2774. if((shadedHex.getX() != 0) && (shadedHex.getX() != GameConstants::BFIELD_WIDTH - 1))
  2775. showHighlightedHex(to, shadedHex, true);
  2776. }
  2777. }
  2778. else if(active || delayedBlit) //always highlight pointed hex, keep this condition last in this method for correct behavior
  2779. {
  2780. if(currentlyHoveredHex.getX() != 0
  2781. && currentlyHoveredHex.getX() != GameConstants::BFIELD_WIDTH - 1)
  2782. showHighlightedHex(to, currentlyHoveredHex, true); //keep true for OH3 behavior: hovered hex frame "thinner"
  2783. }
  2784. }
  2785. }
  2786. }
  2787. }
  2788. void CBattleInterface::showHighlightedHex(SDL_Surface *to, BattleHex hex, bool darkBorder)
  2789. {
  2790. int x = 14 + (hex.getY() % 2 == 0 ? 22 : 0) + 44 *(hex.getX()) + pos.x;
  2791. int y = 86 + 42 *hex.getY() + pos.y;
  2792. SDL_Rect temp_rect = genRect (cellShade->h, cellShade->w, x, y);
  2793. CSDL_Ext::blit8bppAlphaTo24bpp (cellShade, nullptr, to, &temp_rect);
  2794. if(!darkBorder && settings["battle"]["cellBorders"].Bool())
  2795. CSDL_Ext::blit8bppAlphaTo24bpp(cellBorder, nullptr, to, &temp_rect); //redraw border to make it light green instead of shaded
  2796. }
  2797. void CBattleInterface::showProjectiles(SDL_Surface *to)
  2798. {
  2799. assert(to);
  2800. std::list< std::list<ProjectileInfo>::iterator > toBeDeleted;
  2801. for (auto it = projectiles.begin(); it!=projectiles.end(); ++it)
  2802. {
  2803. // Check if projectile is already visible (shooter animation did the shot)
  2804. if (!it->shotDone)
  2805. {
  2806. // frame we're waiting for is reached OR animation has already finished
  2807. if (creAnims[it->stackID]->getCurrentFrame() >= it->animStartDelay ||
  2808. creAnims[it->stackID]->isShooting() == false)
  2809. {
  2810. //at this point projectile should become visible
  2811. creAnims[it->stackID]->pause(); // pause animation
  2812. it->shotDone = true;
  2813. }
  2814. else
  2815. continue; // wait...
  2816. }
  2817. size_t group = it->reverse ? 1 : 0;
  2818. IImage * image = idToProjectile[it->creID]->getImage(it->frameNum, group, true);
  2819. if(image)
  2820. {
  2821. SDL_Rect dst;
  2822. dst.h = image->height();
  2823. dst.w = image->width();
  2824. dst.x = it->x - dst.w / 2;
  2825. dst.y = it->y - dst.h / 2;
  2826. image->draw(to, &dst, nullptr);
  2827. }
  2828. // Update projectile
  2829. ++it->step;
  2830. if (it->step == it->lastStep)
  2831. {
  2832. toBeDeleted.insert(toBeDeleted.end(), it);
  2833. }
  2834. else
  2835. {
  2836. if (it->catapultInfo)
  2837. {
  2838. // Parabolic shot of the trajectory, as follows: f(x) = ax^2 + bx + c
  2839. it->x += it->dx;
  2840. it->y = it->catapultInfo->calculateY(it->x);
  2841. ++(it->frameNum);
  2842. it->frameNum %= idToProjectile[it->creID]->size(0);
  2843. }
  2844. else
  2845. {
  2846. // Normal projectile, just add the calculated "deltas" to the x and y positions.
  2847. it->x += it->dx;
  2848. it->y += it->dy;
  2849. }
  2850. }
  2851. }
  2852. for (auto & elem : toBeDeleted)
  2853. {
  2854. // resume animation
  2855. creAnims[elem->stackID]->play();
  2856. projectiles.erase(elem);
  2857. }
  2858. }
  2859. void CBattleInterface::showBattlefieldObjects(SDL_Surface *to)
  2860. {
  2861. auto showHexEntry = [&](BattleObjectsByHex::HexData & hex)
  2862. {
  2863. showPiecesOfWall(to, hex.walls);
  2864. showObstacles(to, hex.obstacles);
  2865. showAliveStacks(to, hex.alive);
  2866. showBattleEffects(to, hex.effects);
  2867. };
  2868. BattleObjectsByHex objects = sortObjectsByHex();
  2869. // dead stacks should be blit first
  2870. showStacks(to, objects.beforeAll.dead);
  2871. for (auto & data : objects.hex)
  2872. showStacks(to, data.dead);
  2873. showStacks(to, objects.afterAll.dead);
  2874. // display objects that must be blit before anything else (e.g. topmost walls)
  2875. showHexEntry(objects.beforeAll);
  2876. // show heroes after "beforeAll" - e.g. topmost wall in siege
  2877. if (attackingHero)
  2878. attackingHero->show(to);
  2879. if (defendingHero)
  2880. defendingHero->show(to);
  2881. // actual blit of most of objects, hex by hex
  2882. // NOTE: row-by-row blitting may be a better approach
  2883. for (auto &data : objects.hex)
  2884. showHexEntry(data);
  2885. // objects that must be blit *after* everything else - e.g. bottom tower or some spell effects
  2886. showHexEntry(objects.afterAll);
  2887. }
  2888. void CBattleInterface::showAliveStacks(SDL_Surface *to, std::vector<const CStack *> stacks)
  2889. {
  2890. BattleHex currentActionTarget;
  2891. if(curInt->curAction)
  2892. {
  2893. auto target = curInt->curAction->getTarget(curInt->cb.get());
  2894. if(!target.empty())
  2895. currentActionTarget = target.at(0).hexValue;
  2896. }
  2897. auto isAmountBoxVisible = [&](const CStack *stack) -> bool
  2898. {
  2899. if(stack->hasBonusOfType(Bonus::SIEGE_WEAPON) && stack->getCount() == 1) //do not show box for singular war machines, stacked war machines with box shown are supported as extension feature
  2900. return false;
  2901. if(stack->getCount() == 0) //hide box when target is going to die anyway - do not display "0 creatures"
  2902. return false;
  2903. for(auto anim : pendingAnims) //no matter what other conditions below are, hide box when creature is playing hit animation
  2904. {
  2905. auto hitAnimation = dynamic_cast<CDefenceAnimation*>(anim.first);
  2906. if(hitAnimation && (hitAnimation->stack->ID == stack->ID)) //we process only "current creature" as other creatures will be processed reliably on their own iteration
  2907. return false;
  2908. }
  2909. if(curInt->curAction)
  2910. {
  2911. if(curInt->curAction->stackNumber == stack->ID) //stack is currently taking action (is not a target of another creature's action etc)
  2912. {
  2913. if(curInt->curAction->actionType == EActionType::WALK || curInt->curAction->actionType == EActionType::SHOOT) //hide when stack walks or shoots
  2914. return false;
  2915. else if(curInt->curAction->actionType == EActionType::WALK_AND_ATTACK && currentActionTarget != stack->getPosition()) //when attacking, hide until walk phase finished
  2916. return false;
  2917. }
  2918. if(curInt->curAction->actionType == EActionType::SHOOT && currentActionTarget == stack->getPosition()) //hide if we are ranged attack target
  2919. return false;
  2920. }
  2921. return true;
  2922. };
  2923. auto getEffectsPositivness = [&](const std::vector<si32> & activeSpells) -> int
  2924. {
  2925. int pos = 0;
  2926. for (const auto & spellId : activeSpells)
  2927. {
  2928. pos += CGI->spellh->objects.at(spellId)->positiveness;
  2929. }
  2930. return pos;
  2931. };
  2932. auto getAmountBoxBackground = [&](int positivness) -> SDL_Surface *
  2933. {
  2934. if (positivness > 0)
  2935. return amountPositive;
  2936. if (positivness < 0)
  2937. return amountNegative;
  2938. return amountEffNeutral;
  2939. };
  2940. showStacks(to, stacks); // Actual display of all stacks
  2941. for (auto & stack : stacks)
  2942. {
  2943. assert(stack);
  2944. //printing amount
  2945. if (isAmountBoxVisible(stack))
  2946. {
  2947. const int sideShift = stack->side == BattleSide::ATTACKER ? 1 : -1;
  2948. const int reverseSideShift = stack->side == BattleSide::ATTACKER ? -1 : 1;
  2949. const BattleHex nextPos = stack->getPosition() + sideShift;
  2950. const bool edge = stack->getPosition() % GameConstants::BFIELD_WIDTH == (stack->side == BattleSide::ATTACKER ? GameConstants::BFIELD_WIDTH - 2 : 1);
  2951. const bool moveInside = !edge && !stackCountOutsideHexes[nextPos];
  2952. int xAdd = (stack->side == BattleSide::ATTACKER ? 220 : 202) +
  2953. (stack->doubleWide() ? 44 : 0) * sideShift +
  2954. (moveInside ? amountNormal->w + 10 : 0) * reverseSideShift;
  2955. int yAdd = 260 + ((stack->side == BattleSide::ATTACKER || moveInside) ? 0 : -15);
  2956. //blitting amount background box
  2957. SDL_Surface *amountBG = amountNormal;
  2958. std::vector<si32> activeSpells = stack->activeSpells();
  2959. if (!activeSpells.empty())
  2960. amountBG = getAmountBoxBackground(getEffectsPositivness(activeSpells));
  2961. SDL_Rect temp_rect = genRect(amountBG->h, amountBG->w, creAnims[stack->ID]->pos.x + xAdd, creAnims[stack->ID]->pos.y + yAdd);
  2962. SDL_BlitSurface(amountBG, nullptr, to, &temp_rect);
  2963. //blitting amount
  2964. Point textPos(creAnims[stack->ID]->pos.x + xAdd + amountNormal->w/2,
  2965. creAnims[stack->ID]->pos.y + yAdd + amountNormal->h/2);
  2966. graphics->fonts[FONT_TINY]->renderTextCenter(to, makeNumberShort(stack->getCount()), Colors::WHITE, textPos);
  2967. }
  2968. }
  2969. }
  2970. void CBattleInterface::showStacks(SDL_Surface *to, std::vector<const CStack *> stacks)
  2971. {
  2972. for (const CStack *stack : stacks)
  2973. {
  2974. creAnims[stack->ID]->nextFrame(to, creDir[stack->ID]); // do actual blit
  2975. creAnims[stack->ID]->incrementFrame(float(GH.mainFPSmng->getElapsedMilliseconds()) / 1000);
  2976. }
  2977. }
  2978. void CBattleInterface::showObstacles(SDL_Surface * to, std::vector<std::shared_ptr<const CObstacleInstance>> & obstacles)
  2979. {
  2980. for(auto & obstacle : obstacles)
  2981. {
  2982. IImage * img = getObstacleImage(*obstacle);
  2983. if(img)
  2984. {
  2985. Point p = getObstaclePosition(img, *obstacle);
  2986. img->draw(to, p.x, p.y);
  2987. }
  2988. }
  2989. }
  2990. void CBattleInterface::showBattleEffects(SDL_Surface *to, const std::vector<const BattleEffect *> &battleEffects)
  2991. {
  2992. for (auto & elem : battleEffects)
  2993. {
  2994. int currentFrame = floor(elem->currentFrame);
  2995. currentFrame %= elem->animation->size();
  2996. IImage * img = elem->animation->getImage(currentFrame);
  2997. SDL_Rect temp_rect = genRect(img->height(), img->width(), elem->x, elem->y);
  2998. img->draw(to, &temp_rect, nullptr);
  2999. }
  3000. }
  3001. void CBattleInterface::showInterface(SDL_Surface *to)
  3002. {
  3003. blitAt(menu, pos.x, 556 + pos.y, to);
  3004. if (tacticsMode)
  3005. {
  3006. btactNext->showAll(to);
  3007. btactEnd->showAll(to);
  3008. }
  3009. else
  3010. {
  3011. console->showAll(to);
  3012. bConsoleUp->showAll(to);
  3013. bConsoleDown->showAll(to);
  3014. }
  3015. //showing buttons
  3016. bOptions->showAll(to);
  3017. bSurrender->showAll(to);
  3018. bFlee->showAll(to);
  3019. bAutofight->showAll(to);
  3020. bSpell->showAll(to);
  3021. bWait->showAll(to);
  3022. bDefence->showAll(to);
  3023. //showing in-game console
  3024. LOCPLINT->cingconsole->show(to);
  3025. Rect posWithQueue = Rect(pos.x, pos.y, 800, 600);
  3026. if (settings["battle"]["showQueue"].Bool())
  3027. {
  3028. if (!queue->embedded)
  3029. {
  3030. posWithQueue.y -= queue->pos.h;
  3031. posWithQueue.h += queue->pos.h;
  3032. }
  3033. queue->showAll(to);
  3034. }
  3035. //printing border around interface
  3036. if (screen->w != 800 || screen->h !=600)
  3037. {
  3038. CMessage::drawBorder(curInt->playerID,to,posWithQueue.w + 28, posWithQueue.h + 28, posWithQueue.x-14, posWithQueue.y-15);
  3039. }
  3040. }
  3041. BattleObjectsByHex CBattleInterface::sortObjectsByHex()
  3042. {
  3043. auto getCurrentPosition = [&](const CStack *stack) -> BattleHex
  3044. {
  3045. for (auto & anim : pendingAnims)
  3046. {
  3047. // certainly ugly workaround but fixes quite annoying bug
  3048. // stack position will be updated only *after* movement is finished
  3049. // before this - stack is always at its initial position. Thus we need to find
  3050. // its current position. Which can be found only in this class
  3051. if (CMovementAnimation *move = dynamic_cast<CMovementAnimation*>(anim.first))
  3052. {
  3053. if (move->stack == stack)
  3054. return move->nextHex;
  3055. }
  3056. }
  3057. return stack->getPosition();
  3058. };
  3059. BattleObjectsByHex sorted;
  3060. auto stacks = curInt->cb->battleGetStacksIf([](const CStack *s)
  3061. {
  3062. return !s->isTurret();
  3063. });
  3064. // Sort creatures
  3065. for (auto & stack : stacks)
  3066. {
  3067. if (creAnims.find(stack->ID) == creAnims.end()) //e.g. for summoned but not yet handled stacks
  3068. continue;
  3069. if (stack->initialPosition < 0) // turret shooters are handled separately
  3070. continue;
  3071. //FIXME: hack to ignore ghost stacks
  3072. if ((creAnims[stack->ID]->getType() == CCreatureAnim::DEAD || creAnims[stack->ID]->getType() == CCreatureAnim::HOLDING) && stack->isGhost())
  3073. ;//ignore
  3074. else if (!creAnims[stack->ID]->isDead())
  3075. {
  3076. if (!creAnims[stack->ID]->isMoving())
  3077. sorted.hex[stack->getPosition()].alive.push_back(stack);
  3078. else
  3079. {
  3080. // flying creature - just blit them over everyone else
  3081. if (stack->hasBonusOfType(Bonus::FLYING))
  3082. sorted.afterAll.alive.push_back(stack);
  3083. else//try to find current location
  3084. sorted.hex[getCurrentPosition(stack)].alive.push_back(stack);
  3085. }
  3086. }
  3087. else
  3088. sorted.hex[stack->getPosition()].dead.push_back(stack);
  3089. }
  3090. // Sort battle effects (spells)
  3091. for (auto & battleEffect : battleEffects)
  3092. {
  3093. if (battleEffect.position.isValid())
  3094. sorted.hex[battleEffect.position].effects.push_back(&battleEffect);
  3095. else
  3096. sorted.afterAll.effects.push_back(&battleEffect);
  3097. }
  3098. // Sort obstacles
  3099. {
  3100. std::map<BattleHex, std::shared_ptr<const CObstacleInstance>> backgroundObstacles;
  3101. for (auto &obstacle : curInt->cb->battleGetAllObstacles()) {
  3102. if (obstacle->obstacleType != CObstacleInstance::ABSOLUTE_OBSTACLE
  3103. && obstacle->obstacleType != CObstacleInstance::MOAT) {
  3104. backgroundObstacles[obstacle->pos] = obstacle;
  3105. }
  3106. }
  3107. for (auto &op : backgroundObstacles)
  3108. {
  3109. sorted.beforeAll.obstacles.push_back(op.second);
  3110. }
  3111. }
  3112. // Sort wall parts
  3113. if (siegeH)
  3114. {
  3115. sorted.beforeAll.walls.push_back(SiegeHelper::BACKGROUND_WALL);
  3116. sorted.hex[135].walls.push_back(SiegeHelper::KEEP);
  3117. sorted.afterAll.walls.push_back(SiegeHelper::BOTTOM_TOWER);
  3118. sorted.hex[182].walls.push_back(SiegeHelper::BOTTOM_WALL);
  3119. sorted.hex[130].walls.push_back(SiegeHelper::WALL_BELLOW_GATE);
  3120. sorted.hex[78].walls.push_back(SiegeHelper::WALL_OVER_GATE);
  3121. sorted.hex[12].walls.push_back(SiegeHelper::UPPER_WALL);
  3122. sorted.beforeAll.walls.push_back(SiegeHelper::UPPER_TOWER);
  3123. sorted.hex[94].walls.push_back(SiegeHelper::GATE);
  3124. sorted.hex[112].walls.push_back(SiegeHelper::GATE_ARCH);
  3125. sorted.hex[165].walls.push_back(SiegeHelper::BOTTOM_STATIC_WALL);
  3126. sorted.hex[45].walls.push_back(SiegeHelper::UPPER_STATIC_WALL);
  3127. if (siegeH && siegeH->town->hasBuilt(BuildingID::CITADEL))
  3128. {
  3129. sorted.beforeAll.walls.push_back(SiegeHelper::MOAT);
  3130. //sorted.beforeAll.walls.push_back(SiegeHelper::BACKGROUND_MOAT); // blit as absolute obstacle
  3131. sorted.hex[135].walls.push_back(SiegeHelper::KEEP_BATTLEMENT);
  3132. }
  3133. if (siegeH && siegeH->town->hasBuilt(BuildingID::CASTLE))
  3134. {
  3135. sorted.afterAll.walls.push_back(SiegeHelper::BOTTOM_BATTLEMENT);
  3136. sorted.beforeAll.walls.push_back(SiegeHelper::UPPER_BATTLEMENT);
  3137. }
  3138. }
  3139. return sorted;
  3140. }
  3141. void CBattleInterface::updateBattleAnimations()
  3142. {
  3143. //handle animations
  3144. for (auto & elem : pendingAnims)
  3145. {
  3146. if (!elem.first) //this animation should be deleted
  3147. continue;
  3148. if (!elem.second)
  3149. {
  3150. elem.second = elem.first->init();
  3151. }
  3152. if (elem.second && elem.first)
  3153. elem.first->nextFrame();
  3154. }
  3155. //delete anims
  3156. int preSize = pendingAnims.size();
  3157. for (auto it = pendingAnims.begin(); it != pendingAnims.end(); ++it)
  3158. {
  3159. if (it->first == nullptr)
  3160. {
  3161. pendingAnims.erase(it);
  3162. it = pendingAnims.begin();
  3163. break;
  3164. }
  3165. }
  3166. if (preSize > 0 && pendingAnims.empty())
  3167. {
  3168. //anims ended
  3169. blockUI(activeStack == nullptr);
  3170. animsAreDisplayed.setn(false);
  3171. }
  3172. }
  3173. IImage * CBattleInterface::getObstacleImage(const CObstacleInstance & oi)
  3174. {
  3175. int frameIndex = (animCount+1) *25 / getAnimSpeed();
  3176. std::shared_ptr<CAnimation> animation;
  3177. if(oi.obstacleType == CObstacleInstance::USUAL || oi.obstacleType == CObstacleInstance::ABSOLUTE_OBSTACLE)
  3178. {
  3179. animation = obstacleAnimations[oi.uniqueID];
  3180. }
  3181. else if(oi.obstacleType == CObstacleInstance::SPELL_CREATED)
  3182. {
  3183. const SpellCreatedObstacle * spellObstacle = dynamic_cast<const SpellCreatedObstacle *>(&oi);
  3184. if(!spellObstacle)
  3185. return nullptr;
  3186. std::string animationName = spellObstacle->animation;
  3187. auto cacheIter = animationsCache.find(animationName);
  3188. if(cacheIter == animationsCache.end())
  3189. {
  3190. logAi->trace("Creating obstacle animation %s", animationName);
  3191. animation = std::make_shared<CAnimation>(animationName);
  3192. animation->preload();
  3193. animationsCache[animationName] = animation;
  3194. }
  3195. else
  3196. {
  3197. animation = cacheIter->second;
  3198. }
  3199. }
  3200. if(animation)
  3201. {
  3202. frameIndex %= animation->size(0);
  3203. return animation->getImage(frameIndex, 0);
  3204. }
  3205. return nullptr;
  3206. }
  3207. Point CBattleInterface::getObstaclePosition(IImage * image, const CObstacleInstance & obstacle)
  3208. {
  3209. int offset = obstacle.getAnimationYOffset(image->height());
  3210. Rect r = hexPosition(obstacle.pos);
  3211. r.y += 42 - image->height() + offset;
  3212. return r.topLeft();
  3213. }
  3214. void CBattleInterface::redrawBackgroundWithHexes(const CStack *activeStack)
  3215. {
  3216. attackableHexes.clear();
  3217. if (activeStack)
  3218. occupyableHexes = curInt->cb->battleGetAvailableHexes(activeStack, true, &attackableHexes);
  3219. curInt->cb->battleGetStackCountOutsideHexes(stackCountOutsideHexes);
  3220. //prepare background graphic with hexes and shaded hexes
  3221. blitAt(background, 0, 0, backgroundWithHexes);
  3222. //draw absolute obstacles (cliffs and so on)
  3223. for(auto & oi : curInt->cb->battleGetAllObstacles())
  3224. {
  3225. if(oi->obstacleType == CObstacleInstance::ABSOLUTE_OBSTACLE)
  3226. {
  3227. IImage * img = getObstacleImage(*oi);
  3228. if(img)
  3229. img->draw(backgroundWithHexes, oi->getInfo().width, oi->getInfo().height);
  3230. }
  3231. }
  3232. if (settings["battle"]["stackRange"].Bool())
  3233. {
  3234. std::vector<BattleHex> hexesToShade = occupyableHexes;
  3235. hexesToShade.insert(hexesToShade.end(), attackableHexes.begin(), attackableHexes.end());
  3236. for (BattleHex hex : hexesToShade)
  3237. {
  3238. int i = hex.getY(); //row
  3239. int j = hex.getX()-1; //column
  3240. int x = 58 + (i%2==0 ? 22 : 0) + 44*j;
  3241. int y = 86 + 42 *i;
  3242. SDL_Rect temp_rect = genRect(cellShade->h, cellShade->w, x, y);
  3243. CSDL_Ext::blit8bppAlphaTo24bpp(cellShade, nullptr, backgroundWithHexes, &temp_rect);
  3244. }
  3245. }
  3246. if(settings["battle"]["cellBorders"].Bool())
  3247. CSDL_Ext::blit8bppAlphaTo24bpp(cellBorders, nullptr, backgroundWithHexes, nullptr);
  3248. }
  3249. void CBattleInterface::showPiecesOfWall(SDL_Surface *to, std::vector<int> pieces)
  3250. {
  3251. if (!siegeH)
  3252. return;
  3253. for (auto piece : pieces)
  3254. {
  3255. if (piece < 15) // not a tower - just print
  3256. siegeH->printPartOfWall(to, piece);
  3257. else // tower. find if tower is built and not destroyed - stack is present
  3258. {
  3259. // PieceID StackID
  3260. // 15 = keep, -2
  3261. // 16 = lower, -3
  3262. // 17 = upper, -4
  3263. // tower. check if tower is alive - stack is found
  3264. int stackPos = 13 - piece;
  3265. const CStack *turret = nullptr;
  3266. for (auto & stack : curInt->cb->battleGetAllStacks(true))
  3267. {
  3268. if(stack->initialPosition == stackPos)
  3269. {
  3270. turret = stack;
  3271. break;
  3272. }
  3273. }
  3274. if (turret)
  3275. {
  3276. std::vector<const CStack *> stackList(1, turret);
  3277. showStacks(to, stackList);
  3278. siegeH->printPartOfWall(to, piece);
  3279. }
  3280. }
  3281. }
  3282. }