CBattleInterface.cpp 108 KB

12345678910111213141516171819202122232425262728293031323334353637383940414243444546474849505152535455565758596061626364656667686970717273747576777879808182838485868788899091929394959697989910010110210310410510610710810911011111211311411511611711811912012112212312412512612712812913013113213313413513613713813914014114214314414514614714814915015115215315415515615715815916016116216316416516616716816917017117217317417517617717817918018118218318418518618718818919019119219319419519619719819920020120220320420520620720820921021121221321421521621721821922022122222322422522622722822923023123223323423523623723823924024124224324424524624724824925025125225325425525625725825926026126226326426526626726826927027127227327427527627727827928028128228328428528628728828929029129229329429529629729829930030130230330430530630730830931031131231331431531631731831932032132232332432532632732832933033133233333433533633733833934034134234334434534634734834935035135235335435535635735835936036136236336436536636736836937037137237337437537637737837938038138238338438538638738838939039139239339439539639739839940040140240340440540640740840941041141241341441541641741841942042142242342442542642742842943043143243343443543643743843944044144244344444544644744844945045145245345445545645745845946046146246346446546646746846947047147247347447547647747847948048148248348448548648748848949049149249349449549649749849950050150250350450550650750850951051151251351451551651751851952052152252352452552652752852953053153253353453553653753853954054154254354454554654754854955055155255355455555655755855956056156256356456556656756856957057157257357457557657757857958058158258358458558658758858959059159259359459559659759859960060160260360460560660760860961061161261361461561661761861962062162262362462562662762862963063163263363463563663763863964064164264364464564664764864965065165265365465565665765865966066166266366466566666766866967067167267367467567667767867968068168268368468568668768868969069169269369469569669769869970070170270370470570670770870971071171271371471571671771871972072172272372472572672772872973073173273373473573673773873974074174274374474574674774874975075175275375475575675775875976076176276376476576676776876977077177277377477577677777877978078178278378478578678778878979079179279379479579679779879980080180280380480580680780880981081181281381481581681781881982082182282382482582682782882983083183283383483583683783883984084184284384484584684784884985085185285385485585685785885986086186286386486586686786886987087187287387487587687787887988088188288388488588688788888989089189289389489589689789889990090190290390490590690790890991091191291391491591691791891992092192292392492592692792892993093193293393493593693793893994094194294394494594694794894995095195295395495595695795895996096196296396496596696796896997097197297397497597697797897998098198298398498598698798898999099199299399499599699799899910001001100210031004100510061007100810091010101110121013101410151016101710181019102010211022102310241025102610271028102910301031103210331034103510361037103810391040104110421043104410451046104710481049105010511052105310541055105610571058105910601061106210631064106510661067106810691070107110721073107410751076107710781079108010811082108310841085108610871088108910901091109210931094109510961097109810991100110111021103110411051106110711081109111011111112111311141115111611171118111911201121112211231124112511261127112811291130113111321133113411351136113711381139114011411142114311441145114611471148114911501151115211531154115511561157115811591160116111621163116411651166116711681169117011711172117311741175117611771178117911801181118211831184118511861187118811891190119111921193119411951196119711981199120012011202120312041205120612071208120912101211121212131214121512161217121812191220122112221223122412251226122712281229123012311232123312341235123612371238123912401241124212431244124512461247124812491250125112521253125412551256125712581259126012611262126312641265126612671268126912701271127212731274127512761277127812791280128112821283128412851286128712881289129012911292129312941295129612971298129913001301130213031304130513061307130813091310131113121313131413151316131713181319132013211322132313241325132613271328132913301331133213331334133513361337133813391340134113421343134413451346134713481349135013511352135313541355135613571358135913601361136213631364136513661367136813691370137113721373137413751376137713781379138013811382138313841385138613871388138913901391139213931394139513961397139813991400140114021403140414051406140714081409141014111412141314141415141614171418141914201421142214231424142514261427142814291430143114321433143414351436143714381439144014411442144314441445144614471448144914501451145214531454145514561457145814591460146114621463146414651466146714681469147014711472147314741475147614771478147914801481148214831484148514861487148814891490149114921493149414951496149714981499150015011502150315041505150615071508150915101511151215131514151515161517151815191520152115221523152415251526152715281529153015311532153315341535153615371538153915401541154215431544154515461547154815491550155115521553155415551556155715581559156015611562156315641565156615671568156915701571157215731574157515761577157815791580158115821583158415851586158715881589159015911592159315941595159615971598159916001601160216031604160516061607160816091610161116121613161416151616161716181619162016211622162316241625162616271628162916301631163216331634163516361637163816391640164116421643164416451646164716481649165016511652165316541655165616571658165916601661166216631664166516661667166816691670167116721673167416751676167716781679168016811682168316841685168616871688168916901691169216931694169516961697169816991700170117021703170417051706170717081709171017111712171317141715171617171718171917201721172217231724172517261727172817291730173117321733173417351736173717381739174017411742174317441745174617471748174917501751175217531754175517561757175817591760176117621763176417651766176717681769177017711772177317741775177617771778177917801781178217831784178517861787178817891790179117921793179417951796179717981799180018011802180318041805180618071808180918101811181218131814181518161817181818191820182118221823182418251826182718281829183018311832183318341835183618371838183918401841184218431844184518461847184818491850185118521853185418551856185718581859186018611862186318641865186618671868186918701871187218731874187518761877187818791880188118821883188418851886188718881889189018911892189318941895189618971898189919001901190219031904190519061907190819091910191119121913191419151916191719181919192019211922192319241925192619271928192919301931193219331934193519361937193819391940194119421943194419451946194719481949195019511952195319541955195619571958195919601961196219631964196519661967196819691970197119721973197419751976197719781979198019811982198319841985198619871988198919901991199219931994199519961997199819992000200120022003200420052006200720082009201020112012201320142015201620172018201920202021202220232024202520262027202820292030203120322033203420352036203720382039204020412042204320442045204620472048204920502051205220532054205520562057205820592060206120622063206420652066206720682069207020712072207320742075207620772078207920802081208220832084208520862087208820892090209120922093209420952096209720982099210021012102210321042105210621072108210921102111211221132114211521162117211821192120212121222123212421252126212721282129213021312132213321342135213621372138213921402141214221432144214521462147214821492150215121522153215421552156215721582159216021612162216321642165216621672168216921702171217221732174217521762177217821792180218121822183218421852186218721882189219021912192219321942195219621972198219922002201220222032204220522062207220822092210221122122213221422152216221722182219222022212222222322242225222622272228222922302231223222332234223522362237223822392240224122422243224422452246224722482249225022512252225322542255225622572258225922602261226222632264226522662267226822692270227122722273227422752276227722782279228022812282228322842285228622872288228922902291229222932294229522962297229822992300230123022303230423052306230723082309231023112312231323142315231623172318231923202321232223232324232523262327232823292330233123322333233423352336233723382339234023412342234323442345234623472348234923502351235223532354235523562357235823592360236123622363236423652366236723682369237023712372237323742375237623772378237923802381238223832384238523862387238823892390239123922393239423952396239723982399240024012402240324042405240624072408240924102411241224132414241524162417241824192420242124222423242424252426242724282429243024312432243324342435243624372438243924402441244224432444244524462447244824492450245124522453245424552456245724582459246024612462246324642465246624672468246924702471247224732474247524762477247824792480248124822483248424852486248724882489249024912492249324942495249624972498249925002501250225032504250525062507250825092510251125122513251425152516251725182519252025212522252325242525252625272528252925302531253225332534253525362537253825392540254125422543254425452546254725482549255025512552255325542555255625572558255925602561256225632564256525662567256825692570257125722573257425752576257725782579258025812582258325842585258625872588258925902591259225932594259525962597259825992600260126022603260426052606260726082609261026112612261326142615261626172618261926202621262226232624262526262627262826292630263126322633263426352636263726382639264026412642264326442645264626472648264926502651265226532654265526562657265826592660266126622663266426652666266726682669267026712672267326742675267626772678267926802681268226832684268526862687268826892690269126922693269426952696269726982699270027012702270327042705270627072708270927102711271227132714271527162717271827192720272127222723272427252726272727282729273027312732273327342735273627372738273927402741274227432744274527462747274827492750275127522753275427552756275727582759276027612762276327642765276627672768276927702771277227732774277527762777277827792780278127822783278427852786278727882789279027912792279327942795279627972798279928002801280228032804280528062807280828092810281128122813281428152816281728182819282028212822282328242825282628272828282928302831283228332834283528362837283828392840284128422843284428452846284728482849285028512852285328542855285628572858285928602861286228632864286528662867286828692870287128722873287428752876287728782879288028812882288328842885288628872888288928902891289228932894289528962897289828992900290129022903290429052906290729082909291029112912291329142915291629172918291929202921292229232924292529262927292829292930293129322933293429352936293729382939294029412942294329442945294629472948294929502951295229532954295529562957295829592960296129622963296429652966296729682969297029712972297329742975297629772978297929802981298229832984298529862987298829892990299129922993299429952996299729982999300030013002300330043005300630073008300930103011301230133014301530163017301830193020302130223023302430253026302730283029303030313032303330343035303630373038303930403041304230433044304530463047304830493050305130523053305430553056305730583059306030613062306330643065306630673068306930703071307230733074307530763077307830793080308130823083308430853086308730883089309030913092309330943095309630973098309931003101310231033104310531063107310831093110311131123113311431153116311731183119312031213122312331243125312631273128312931303131313231333134313531363137313831393140314131423143314431453146314731483149315031513152315331543155315631573158315931603161316231633164316531663167316831693170317131723173317431753176317731783179318031813182318331843185318631873188318931903191319231933194319531963197319831993200320132023203320432053206320732083209321032113212321332143215321632173218321932203221322232233224322532263227322832293230323132323233323432353236323732383239324032413242324332443245324632473248324932503251325232533254325532563257325832593260326132623263326432653266326732683269327032713272327332743275327632773278327932803281328232833284328532863287328832893290329132923293329432953296329732983299330033013302330333043305330633073308330933103311331233133314331533163317331833193320332133223323332433253326332733283329333033313332333333343335333633373338333933403341334233433344334533463347334833493350335133523353335433553356335733583359336033613362336333643365336633673368336933703371337233733374337533763377337833793380338133823383338433853386338733883389339033913392339333943395339633973398339934003401340234033404340534063407340834093410341134123413341434153416341734183419342034213422342334243425342634273428342934303431343234333434343534363437343834393440344134423443344434453446344734483449345034513452345334543455345634573458345934603461346234633464346534663467346834693470347134723473347434753476347734783479348034813482348334843485348634873488348934903491349234933494349534963497349834993500350135023503350435053506350735083509351035113512351335143515351635173518351935203521352235233524352535263527352835293530353135323533353435353536353735383539354035413542354335443545354635473548354935503551355235533554355535563557355835593560356135623563356435653566356735683569357035713572357335743575357635773578
  1. #include "StdInc.h"
  2. #include "CBattleInterface.h"
  3. #include "CBattleAnimations.h"
  4. #include "CBattleInterfaceClasses.h"
  5. #include "CCreatureAnimation.h"
  6. #include "../CBitmapHandler.h"
  7. #include "../CDefHandler.h"
  8. #include "../CGameInfo.h"
  9. #include "../CMessage.h"
  10. #include "../CMT.h"
  11. #include "../CMusicHandler.h"
  12. #include "../CPlayerInterface.h"
  13. #include "../CVideoHandler.h"
  14. #include "../Graphics.h"
  15. #include "../gui/CCursorHandler.h"
  16. #include "../gui/CGuiHandler.h"
  17. #include "../gui/SDL_Extensions.h"
  18. #include "../windows/CAdvmapInterface.h"
  19. #include "../windows/CCreatureWindow.h"
  20. #include "../windows/CSpellWindow.h"
  21. #include "../../CCallback.h"
  22. #include "../../lib/BattleState.h"
  23. #include "../../lib/CConfigHandler.h"
  24. #include "../../lib/CGeneralTextHandler.h"
  25. #include "../../lib/CHeroHandler.h"
  26. #include "../../lib/CondSh.h"
  27. #include "../../lib/CRandomGenerator.h"
  28. #include "../../lib/spells/CSpellHandler.h"
  29. #include "../../lib/CTownHandler.h"
  30. #include "../../lib/CGameState.h"
  31. #include "../../lib/mapping/CMap.h"
  32. #include "../../lib/NetPacks.h"
  33. #include "../../lib/UnlockGuard.h"
  34. /*
  35. * CBattleInterface.cpp, part of VCMI engine
  36. *
  37. * Authors: listed in file AUTHORS in main folder
  38. *
  39. * License: GNU General Public License v2.0 or later
  40. * Full text of license available in license.txt file, in main folder
  41. *
  42. */
  43. CondSh<bool> CBattleInterface::animsAreDisplayed;
  44. static void onAnimationFinished(const CStack *stack, CCreatureAnimation * anim)
  45. {
  46. if (anim->isIdle())
  47. {
  48. const CCreature *creature = stack->getCreature();
  49. if (anim->framesInGroup(CCreatureAnim::MOUSEON) > 0)
  50. {
  51. if (CRandomGenerator::getDefault().nextDouble(99.0) < creature->animation.timeBetweenFidgets * 10)
  52. anim->playOnce(CCreatureAnim::MOUSEON);
  53. else
  54. anim->setType(CCreatureAnim::HOLDING);
  55. }
  56. else
  57. {
  58. anim->setType(CCreatureAnim::HOLDING);
  59. }
  60. }
  61. // always reset callback
  62. anim->onAnimationReset += std::bind(&onAnimationFinished, stack, anim);
  63. }
  64. static void transformPalette(SDL_Surface * surf, double rCor, double gCor, double bCor)
  65. {
  66. SDL_Color * colorsToChange = surf->format->palette->colors;
  67. for(int g=0; g<surf->format->palette->ncolors; ++g)
  68. {
  69. if((colorsToChange+g)->b != 132 &&
  70. (colorsToChange+g)->g != 231 &&
  71. (colorsToChange+g)->r != 255) //it's not yellow border
  72. {
  73. (colorsToChange+g)->r = static_cast<double>((colorsToChange+g)->r) * rCor;
  74. (colorsToChange+g)->g = static_cast<double>((colorsToChange+g)->g) * gCor;
  75. (colorsToChange+g)->b = static_cast<double>((colorsToChange+g)->b) * bCor;
  76. }
  77. }
  78. }
  79. void CBattleInterface::addNewAnim(CBattleAnimation * anim)
  80. {
  81. pendingAnims.push_back( std::make_pair(anim, false) );
  82. animsAreDisplayed.setn(true);
  83. }
  84. CBattleInterface::CBattleInterface(const CCreatureSet * army1, const CCreatureSet * army2,
  85. const CGHeroInstance *hero1, const CGHeroInstance *hero2,
  86. const SDL_Rect & myRect,
  87. shared_ptr<CPlayerInterface> att, shared_ptr<CPlayerInterface> defen)
  88. : background(nullptr), queue(nullptr), attackingHeroInstance(hero1), defendingHeroInstance(hero2), animCount(0),
  89. activeStack(nullptr), mouseHoveredStack(nullptr), stackToActivate(nullptr), selectedStack(nullptr), previouslyHoveredHex(-1),
  90. currentlyHoveredHex(-1), attackingHex(-1), stackCanCastSpell(false), creatureCasting(false), spellDestSelectMode(false), spellSelMode(NO_LOCATION), spellToCast(nullptr), sp(nullptr),
  91. siegeH(nullptr), attackerInt(att), defenderInt(defen), curInt(att), animIDhelper(0),
  92. givenCommand(nullptr), myTurn(false), resWindow(nullptr), moveStarted(false), moveSoundHander(-1), bresult(nullptr)
  93. {
  94. OBJ_CONSTRUCTION;
  95. if(!curInt)
  96. {
  97. //May happen when we are defending during network MP game -> attacker interface is just not present
  98. curInt = defenderInt;
  99. }
  100. animsAreDisplayed.setn(false);
  101. pos = myRect;
  102. strongInterest = true;
  103. givenCommand = new CondSh<BattleAction *>(nullptr);
  104. //hot-seat -> check tactics for both players (defender may be local human)
  105. if(attackerInt && attackerInt->cb->battleGetTacticDist())
  106. tacticianInterface = attackerInt;
  107. else if(defenderInt && defenderInt->cb->battleGetTacticDist())
  108. tacticianInterface = defenderInt;
  109. //if we found interface of player with tactics, then enter tactics mode
  110. tacticsMode = static_cast<bool>(tacticianInterface);
  111. //create stack queue
  112. bool embedQueue = screen->h < 700;
  113. queue = new CStackQueue(embedQueue, this);
  114. if(!embedQueue)
  115. {
  116. if(settings["battle"]["showQueue"].Bool())
  117. pos.y += queue->pos.h / 2; //center whole window
  118. queue->moveTo(Point(pos.x, pos.y - queue->pos.h));
  119. // queue->pos.x = pos.x;
  120. // queue->pos.y = pos.y - queue->pos.h;
  121. // pos.h += queue->pos.h;
  122. // center();
  123. }
  124. queue->update();
  125. //preparing siege info
  126. const CGTownInstance * town = curInt->cb->battleGetDefendedTown();
  127. if(town && town->hasFort())
  128. {
  129. siegeH = new SiegeHelper(town, this);
  130. }
  131. curInt->battleInt = this;
  132. //initializing armies
  133. this->army1 = army1;
  134. this->army2 = army2;
  135. std::vector<const CStack*> stacks = curInt->cb->battleGetAllStacks(true);
  136. for(const CStack *s : stacks)
  137. {
  138. newStack(s);
  139. }
  140. //preparing menu background and terrain
  141. if(siegeH)
  142. {
  143. background = BitmapHandler::loadBitmap( siegeH->getSiegeName(0), false );
  144. ui8 siegeLevel = curInt->cb->battleGetSiegeLevel();
  145. if(siegeLevel >= 2) //citadel or castle
  146. {
  147. //print moat/mlip
  148. SDL_Surface * moat = BitmapHandler::loadBitmap( siegeH->getSiegeName(13) ),
  149. * mlip = BitmapHandler::loadBitmap( siegeH->getSiegeName(14) );
  150. auto & info = siegeH->town->town->clientInfo;
  151. Point moatPos(info.siegePositions[13].x, info.siegePositions[13].y);
  152. Point mlipPos(info.siegePositions[14].x, info.siegePositions[14].y);
  153. if(moat) //eg. tower has no moat
  154. blitAt(moat, moatPos.x,moatPos.y, background);
  155. if(mlip) //eg. tower has no mlip
  156. blitAt(mlip, mlipPos.x, mlipPos.y, background);
  157. SDL_FreeSurface(moat);
  158. SDL_FreeSurface(mlip);
  159. }
  160. }
  161. else
  162. {
  163. auto bfieldType = (int)curInt->cb->battleGetBattlefieldType();
  164. if(graphics->battleBacks.size() <= bfieldType || bfieldType < 0)
  165. logGlobal->errorStream() << bfieldType << " is not valid battlefield type index!";
  166. else if(graphics->battleBacks[bfieldType].empty())
  167. logGlobal->errorStream() << bfieldType << " battlefield type does not have any backgrounds!";
  168. else
  169. {
  170. const std::string bgName = *RandomGeneratorUtil::nextItem(graphics->battleBacks[bfieldType], CRandomGenerator::getDefault());
  171. background = BitmapHandler::loadBitmap(bgName, false);
  172. }
  173. }
  174. //preparing menu background
  175. //graphics->blueToPlayersAdv(menu, hero1->tempOwner);
  176. //preparing graphics for displaying amounts of creatures
  177. amountNormal = BitmapHandler::loadBitmap("CMNUMWIN.BMP");
  178. CSDL_Ext::alphaTransform(amountNormal);
  179. transformPalette(amountNormal, 0.59, 0.19, 0.93);
  180. amountPositive = BitmapHandler::loadBitmap("CMNUMWIN.BMP");
  181. CSDL_Ext::alphaTransform(amountPositive);
  182. transformPalette(amountPositive, 0.18, 1.00, 0.18);
  183. amountNegative = BitmapHandler::loadBitmap("CMNUMWIN.BMP");
  184. CSDL_Ext::alphaTransform(amountNegative);
  185. transformPalette(amountNegative, 1.00, 0.18, 0.18);
  186. amountEffNeutral = BitmapHandler::loadBitmap("CMNUMWIN.BMP");
  187. CSDL_Ext::alphaTransform(amountEffNeutral);
  188. transformPalette(amountEffNeutral, 1.00, 1.00, 0.18);
  189. ////blitting menu background and terrain
  190. // blitAt(background, pos.x, pos.y);
  191. // blitAt(menu, pos.x, 556 + pos.y);
  192. //preparing buttons and console
  193. bOptions = new CButton (Point( 3, 561), "icm003.def", CGI->generaltexth->zelp[381], std::bind(&CBattleInterface::bOptionsf,this), SDLK_o);
  194. bSurrender = new CButton (Point( 54, 561), "icm001.def", CGI->generaltexth->zelp[379], std::bind(&CBattleInterface::bSurrenderf,this), SDLK_s);
  195. bFlee = new CButton (Point(105, 561), "icm002.def", CGI->generaltexth->zelp[380], std::bind(&CBattleInterface::bFleef,this), SDLK_r);
  196. bAutofight = new CButton (Point(157, 561), "icm004.def", CGI->generaltexth->zelp[382], std::bind(&CBattleInterface::bAutofightf,this), SDLK_a);
  197. bSpell = new CButton (Point(645, 561), "icm005.def", CGI->generaltexth->zelp[385], std::bind(&CBattleInterface::bSpellf,this), SDLK_c);
  198. bWait = new CButton (Point(696, 561), "icm006.def", CGI->generaltexth->zelp[386], std::bind(&CBattleInterface::bWaitf,this), SDLK_w);
  199. bDefence = new CButton (Point(747, 561), "icm007.def", CGI->generaltexth->zelp[387], std::bind(&CBattleInterface::bDefencef,this), SDLK_d);
  200. bDefence->assignedKeys.insert(SDLK_SPACE);
  201. bConsoleUp = new CButton (Point(624, 561), "ComSlide.def", std::make_pair("", ""), std::bind(&CBattleInterface::bConsoleUpf,this), SDLK_UP);
  202. bConsoleDown = new CButton (Point(624, 580), "ComSlide.def", std::make_pair("", ""), std::bind(&CBattleInterface::bConsoleDownf,this), SDLK_DOWN);
  203. bConsoleDown->setImageOrder(2, 3, 4, 5);
  204. console = new CBattleConsole();
  205. console->pos.x += 211;
  206. console->pos.y += 560;
  207. console->pos.w = 406;
  208. console->pos.h = 38;
  209. if(tacticsMode)
  210. {
  211. btactNext = new CButton(Point(213, 560), "icm011.def", std::make_pair("", ""), [&]{ bTacticNextStack(nullptr);}, SDLK_SPACE);
  212. btactEnd = new CButton(Point(419, 560), "icm012.def", std::make_pair("", ""), [&]{ bEndTacticPhase();}, SDLK_RETURN);
  213. menu = BitmapHandler::loadBitmap("COPLACBR.BMP");
  214. }
  215. else
  216. {
  217. menu = BitmapHandler::loadBitmap("CBAR.BMP");
  218. btactEnd = btactNext = nullptr;
  219. }
  220. graphics->blueToPlayersAdv(menu, curInt->playerID);
  221. //loading hero animations
  222. if(hero1) // attacking hero
  223. {
  224. std::string battleImage;
  225. if ( hero1->sex )
  226. battleImage = hero1->type->heroClass->imageBattleFemale;
  227. else
  228. battleImage = hero1->type->heroClass->imageBattleMale;
  229. attackingHero = new CBattleHero(battleImage, false, hero1->tempOwner, hero1->tempOwner == curInt->playerID ? hero1 : nullptr, this);
  230. attackingHero->pos = genRect(attackingHero->dh->ourImages[0].bitmap->h, attackingHero->dh->ourImages[0].bitmap->w, pos.x - 43, pos.y - 19);
  231. }
  232. else
  233. {
  234. attackingHero = nullptr;
  235. }
  236. if(hero2) // defending hero
  237. {
  238. std::string battleImage;
  239. if ( hero2->sex )
  240. battleImage = hero2->type->heroClass->imageBattleFemale;
  241. else
  242. battleImage = hero2->type->heroClass->imageBattleMale;
  243. defendingHero = new CBattleHero(battleImage, true, hero2->tempOwner, hero2->tempOwner == curInt->playerID ? hero2 : nullptr, this);
  244. defendingHero->pos = genRect(defendingHero->dh->ourImages[0].bitmap->h, defendingHero->dh->ourImages[0].bitmap->w, pos.x + 693, pos.y - 19);
  245. }
  246. else
  247. {
  248. defendingHero = nullptr;
  249. }
  250. //preparing cells and hexes
  251. cellBorder = BitmapHandler::loadBitmap("CCELLGRD.BMP");
  252. CSDL_Ext::alphaTransform(cellBorder);
  253. cellShade = BitmapHandler::loadBitmap("CCELLSHD.BMP");
  254. CSDL_Ext::alphaTransform(cellShade);
  255. for(int h = 0; h < GameConstants::BFIELD_SIZE; ++h)
  256. {
  257. auto hex = new CClickableHex();
  258. hex->myNumber = h;
  259. hex->pos = hexPosition(h);
  260. hex->accessible = true;
  261. hex->myInterface = this;
  262. bfield.push_back(hex);
  263. }
  264. //locking occupied positions on batlefield
  265. for(const CStack *s : stacks) //stacks gained at top of this function
  266. if(s->position >= 0) //turrets have position < 0
  267. bfield[s->position]->accessible = false;
  268. //loading projectiles for units
  269. for(const CStack *s : stacks)
  270. {
  271. if(s->getCreature()->isShooting())
  272. {
  273. CDefHandler *&projectile = idToProjectile[s->getCreature()->idNumber];
  274. const CCreature * creature;//creature whose shots should be loaded
  275. if (s->getCreature()->idNumber == CreatureID::ARROW_TOWERS)
  276. creature = CGI->creh->creatures[siegeH->town->town->clientInfo.siegeShooter];
  277. else
  278. creature = s->getCreature();
  279. projectile = CDefHandler::giveDef(creature->animation.projectileImageName);
  280. for(auto & elem : projectile->ourImages) //alpha transforming
  281. {
  282. CSDL_Ext::alphaTransform(elem.bitmap);
  283. }
  284. }
  285. }
  286. //preparing graphic with cell borders
  287. cellBorders = CSDL_Ext::newSurface(background->w, background->h, cellBorder);
  288. //copying palette
  289. for(int g=0; g<cellBorder->format->palette->ncolors; ++g) //we assume that cellBorders->format->palette->ncolors == 256
  290. {
  291. cellBorders->format->palette->colors[g] = cellBorder->format->palette->colors[g];
  292. }
  293. //palette copied
  294. for(int i=0; i<GameConstants::BFIELD_HEIGHT; ++i) //rows
  295. {
  296. for(int j=0; j<GameConstants::BFIELD_WIDTH-2; ++j) //columns
  297. {
  298. int x = 58 + (i%2==0 ? 22 : 0) + 44*j;
  299. int y = 86 + 42 * i;
  300. for(int cellX = 0; cellX < cellBorder->w; ++cellX)
  301. {
  302. for(int cellY = 0; cellY < cellBorder->h; ++cellY)
  303. {
  304. if(y+cellY < cellBorders->h && x+cellX < cellBorders->w)
  305. * ((Uint8*)cellBorders->pixels + (y+cellY) * cellBorders->pitch + (x+cellX)) |= * ((Uint8*)cellBorder->pixels + cellY * cellBorder->pitch + cellX);
  306. }
  307. }
  308. }
  309. }
  310. backgroundWithHexes = CSDL_Ext::newSurface(background->w, background->h, screen);
  311. //preparing obstacle defs
  312. auto obst = curInt->cb->battleGetAllObstacles();
  313. for(auto & elem : obst)
  314. {
  315. const int ID = elem->ID;
  316. if(elem->obstacleType == CObstacleInstance::USUAL)
  317. {
  318. idToObstacle[ID] = CDefHandler::giveDef(elem->getInfo().defName);
  319. for(auto & _n : idToObstacle[ID]->ourImages)
  320. {
  321. CSDL_Ext::setDefaultColorKey(_n.bitmap);
  322. }
  323. }
  324. else if(elem->obstacleType == CObstacleInstance::ABSOLUTE_OBSTACLE)
  325. {
  326. idToAbsoluteObstacle[ID] = BitmapHandler::loadBitmap(elem->getInfo().defName);
  327. }
  328. }
  329. quicksand = CDefHandler::giveDef("C17SPE1.DEF");
  330. landMine = CDefHandler::giveDef("C09SPF1.DEF");
  331. fireWall = CDefHandler::giveDef("C07SPF61");
  332. bigForceField[0] = CDefHandler::giveDef("C15SPE10.DEF");
  333. bigForceField[1] = CDefHandler::giveDef("C15SPE7.DEF");
  334. smallForceField[0] = CDefHandler::giveDef("C15SPE1.DEF");
  335. smallForceField[1] = CDefHandler::giveDef("C15SPE4.DEF");
  336. for(auto hex : bfield)
  337. addChild(hex);
  338. if(tacticsMode)
  339. bTacticNextStack();
  340. CCS->musich->stopMusic();
  341. int channel = CCS->soundh->playSoundFromSet(CCS->soundh->battleIntroSounds);
  342. auto onIntroPlayed = []()
  343. {
  344. if (LOCPLINT->battleInt)
  345. CCS->musich->playMusicFromSet("battle", true);
  346. };
  347. CCS->soundh->setCallback(channel, onIntroPlayed);
  348. memset(stackCountOutsideHexes, 1, GameConstants::BFIELD_SIZE * sizeof(bool)); //initialize array with trues
  349. currentAction = INVALID;
  350. selectedAction = INVALID;
  351. addUsedEvents(RCLICK | MOVE | KEYBOARD);
  352. }
  353. CBattleInterface::~CBattleInterface()
  354. {
  355. curInt->battleInt = nullptr;
  356. givenCommand->cond.notify_all(); //that two lines should make any activeStack waiting thread to finish
  357. if (active) //dirty fix for #485
  358. {
  359. deactivate();
  360. }
  361. SDL_FreeSurface(background);
  362. SDL_FreeSurface(menu);
  363. SDL_FreeSurface(amountNormal);
  364. SDL_FreeSurface(amountNegative);
  365. SDL_FreeSurface(amountPositive);
  366. SDL_FreeSurface(amountEffNeutral);
  367. SDL_FreeSurface(cellBorders);
  368. SDL_FreeSurface(backgroundWithHexes);
  369. delete bOptions;
  370. delete bSurrender;
  371. delete bFlee;
  372. delete bAutofight;
  373. delete bSpell;
  374. delete bWait;
  375. delete bDefence;
  376. for(auto hex : bfield)
  377. delete hex;
  378. delete bConsoleUp;
  379. delete bConsoleDown;
  380. delete console;
  381. delete givenCommand;
  382. delete attackingHero;
  383. delete defendingHero;
  384. delete queue;
  385. SDL_FreeSurface(cellBorder);
  386. SDL_FreeSurface(cellShade);
  387. for(auto & elem : creAnims)
  388. delete elem.second;
  389. for(auto & elem : idToProjectile)
  390. delete elem.second;
  391. for(auto & elem : idToObstacle)
  392. delete elem.second;
  393. delete quicksand;
  394. delete landMine;
  395. delete fireWall;
  396. delete smallForceField[0];
  397. delete smallForceField[1];
  398. delete bigForceField[0];
  399. delete bigForceField[1];
  400. delete siegeH;
  401. //TODO: play AI tracks if battle was during AI turn
  402. //if (!curInt->makingTurn)
  403. //CCS->musich->playMusicFromSet(CCS->musich->aiMusics, -1);
  404. if(adventureInt && adventureInt->selection)
  405. {
  406. int terrain = LOCPLINT->cb->getTile(adventureInt->selection->visitablePos())->terType;
  407. CCS->musich->playMusicFromSet("terrain", terrain, true);
  408. }
  409. }
  410. void CBattleInterface::setPrintCellBorders(bool set)
  411. {
  412. Settings cellBorders = settings.write["battle"]["cellBorders"];
  413. cellBorders->Bool() = set;
  414. redrawBackgroundWithHexes(activeStack);
  415. GH.totalRedraw();
  416. }
  417. void CBattleInterface::setPrintStackRange(bool set)
  418. {
  419. Settings stackRange = settings.write["battle"]["stackRange"];
  420. stackRange->Bool() = set;
  421. redrawBackgroundWithHexes(activeStack);
  422. GH.totalRedraw();
  423. }
  424. void CBattleInterface::setPrintMouseShadow(bool set)
  425. {
  426. Settings shadow = settings.write["battle"]["mouseShadow"];
  427. shadow->Bool() = set;
  428. }
  429. void CBattleInterface::activate()
  430. {
  431. if(curInt->isAutoFightOn)
  432. {
  433. bAutofight->activate();
  434. return;
  435. }
  436. CIntObject::activate();
  437. bOptions->activate();
  438. bSurrender->activate();
  439. bFlee->activate();
  440. bAutofight->activate();
  441. bSpell->activate();
  442. bWait->activate();
  443. bDefence->activate();
  444. for(auto hex : bfield)
  445. hex->activate();
  446. if(attackingHero)
  447. attackingHero->activate();
  448. if(defendingHero)
  449. defendingHero->activate();
  450. if(settings["battle"]["showQueue"].Bool())
  451. queue->activate();
  452. if(tacticsMode)
  453. {
  454. btactNext->activate();
  455. btactEnd->activate();
  456. }
  457. else
  458. {
  459. bConsoleUp->activate();
  460. bConsoleDown->activate();
  461. }
  462. LOCPLINT->cingconsole->activate();
  463. }
  464. void CBattleInterface::deactivate()
  465. {
  466. CIntObject::deactivate();
  467. bOptions->deactivate();
  468. bSurrender->deactivate();
  469. bFlee->deactivate();
  470. bAutofight->deactivate();
  471. bSpell->deactivate();
  472. bWait->deactivate();
  473. bDefence->deactivate();
  474. for(auto hex : bfield)
  475. hex->deactivate();
  476. if(attackingHero)
  477. attackingHero->deactivate();
  478. if(defendingHero)
  479. defendingHero->deactivate();
  480. if(settings["battle"]["showQueue"].Bool())
  481. queue->deactivate();
  482. if(tacticsMode)
  483. {
  484. btactNext->deactivate();
  485. btactEnd->deactivate();
  486. }
  487. else
  488. {
  489. bConsoleUp->deactivate();
  490. bConsoleDown->deactivate();
  491. }
  492. LOCPLINT->cingconsole->deactivate();
  493. }
  494. void CBattleInterface::keyPressed(const SDL_KeyboardEvent & key)
  495. {
  496. if(key.keysym.sym == SDLK_q && key.state == SDL_PRESSED)
  497. {
  498. if(settings["battle"]["showQueue"].Bool()) //hide queue
  499. hideQueue();
  500. else
  501. showQueue();
  502. }
  503. else if(key.keysym.sym == SDLK_ESCAPE && spellDestSelectMode)
  504. {
  505. endCastingSpell();
  506. }
  507. }
  508. void CBattleInterface::mouseMoved(const SDL_MouseMotionEvent &sEvent)
  509. {
  510. auto hexItr = std::find_if(bfield.begin(), bfield.end(), [](const CClickableHex *hex)
  511. {
  512. return hex->hovered && hex->strictHovered;
  513. });
  514. handleHex(hexItr == bfield.end() ? -1 : (*hexItr)->myNumber, MOVE);
  515. }
  516. void CBattleInterface::setBattleCursor(const int myNumber)
  517. {
  518. const CClickableHex & hoveredHex = *bfield[myNumber];
  519. CCursorHandler *cursor = CCS->curh;
  520. const double subdividingAngle = 2.0*M_PI/6.0; // Divide a hex into six sectors.
  521. const double hexMidX = hoveredHex.pos.x + hoveredHex.pos.w/2;
  522. const double hexMidY = hoveredHex.pos.y + hoveredHex.pos.h/2;
  523. const double cursorHexAngle = M_PI - atan2(hexMidY - cursor->ypos, cursor->xpos - hexMidX) + subdividingAngle/2; //TODO: refactor this nightmare
  524. const double sector = fmod(cursorHexAngle/subdividingAngle, 6.0);
  525. const int zigzagCorrection = !((myNumber/GameConstants::BFIELD_WIDTH)%2); // Off-by-one correction needed to deal with the odd battlefield rows.
  526. std::vector<int> sectorCursor; // From left to bottom left.
  527. sectorCursor.push_back(8);
  528. sectorCursor.push_back(9);
  529. sectorCursor.push_back(10);
  530. sectorCursor.push_back(11);
  531. sectorCursor.push_back(12);
  532. sectorCursor.push_back(7);
  533. const bool doubleWide = activeStack->doubleWide();
  534. bool aboveAttackable = true, belowAttackable = true;
  535. // Exclude directions which cannot be attacked from.
  536. // Check to the left.
  537. if (myNumber%GameConstants::BFIELD_WIDTH <= 1 || !vstd::contains(occupyableHexes, myNumber - 1))
  538. {
  539. sectorCursor[0] = -1;
  540. }
  541. // Check top left, top right as well as above for 2-hex creatures.
  542. if (myNumber/GameConstants::BFIELD_WIDTH == 0)
  543. {
  544. sectorCursor[1] = -1;
  545. sectorCursor[2] = -1;
  546. aboveAttackable = false;
  547. }
  548. else
  549. {
  550. if (doubleWide)
  551. {
  552. bool attackRow[4] = {true, true, true, true};
  553. if (myNumber%GameConstants::BFIELD_WIDTH <= 1 || !vstd::contains(occupyableHexes, myNumber - GameConstants::BFIELD_WIDTH - 2 + zigzagCorrection))
  554. attackRow[0] = false;
  555. if (!vstd::contains(occupyableHexes, myNumber - GameConstants::BFIELD_WIDTH - 1 + zigzagCorrection))
  556. attackRow[1] = false;
  557. if (!vstd::contains(occupyableHexes, myNumber - GameConstants::BFIELD_WIDTH + zigzagCorrection))
  558. attackRow[2] = false;
  559. if (myNumber%GameConstants::BFIELD_WIDTH >= GameConstants::BFIELD_WIDTH - 2 || !vstd::contains(occupyableHexes, myNumber - GameConstants::BFIELD_WIDTH + 1 + zigzagCorrection))
  560. attackRow[3] = false;
  561. if (!(attackRow[0] && attackRow[1]))
  562. sectorCursor[1] = -1;
  563. if (!(attackRow[1] && attackRow[2]))
  564. aboveAttackable = false;
  565. if (!(attackRow[2] && attackRow[3]))
  566. sectorCursor[2] = -1;
  567. }
  568. else
  569. {
  570. if (!vstd::contains(occupyableHexes, myNumber - GameConstants::BFIELD_WIDTH - 1 + zigzagCorrection))
  571. sectorCursor[1] = -1;
  572. if (!vstd::contains(occupyableHexes, myNumber - GameConstants::BFIELD_WIDTH + zigzagCorrection))
  573. sectorCursor[2] = -1;
  574. }
  575. }
  576. // Check to the right.
  577. if (myNumber%GameConstants::BFIELD_WIDTH >= GameConstants::BFIELD_WIDTH - 2 || !vstd::contains(occupyableHexes, myNumber + 1))
  578. {
  579. sectorCursor[3] = -1;
  580. }
  581. // Check bottom right, bottom left as well as below for 2-hex creatures.
  582. if (myNumber/GameConstants::BFIELD_WIDTH == GameConstants::BFIELD_HEIGHT - 1)
  583. {
  584. sectorCursor[4] = -1;
  585. sectorCursor[5] = -1;
  586. belowAttackable = false;
  587. }
  588. else
  589. {
  590. if (doubleWide)
  591. {
  592. bool attackRow[4] = {true, true, true, true};
  593. if (myNumber%GameConstants::BFIELD_WIDTH <= 1 || !vstd::contains(occupyableHexes, myNumber + GameConstants::BFIELD_WIDTH - 2 + zigzagCorrection))
  594. attackRow[0] = false;
  595. if (!vstd::contains(occupyableHexes, myNumber + GameConstants::BFIELD_WIDTH - 1 + zigzagCorrection))
  596. attackRow[1] = false;
  597. if (!vstd::contains(occupyableHexes, myNumber + GameConstants::BFIELD_WIDTH + zigzagCorrection))
  598. attackRow[2] = false;
  599. if (myNumber%GameConstants::BFIELD_WIDTH >= GameConstants::BFIELD_WIDTH - 2 || !vstd::contains(occupyableHexes, myNumber + GameConstants::BFIELD_WIDTH + 1 + zigzagCorrection))
  600. attackRow[3] = false;
  601. if (!(attackRow[0] && attackRow[1]))
  602. sectorCursor[5] = -1;
  603. if (!(attackRow[1] && attackRow[2]))
  604. belowAttackable = false;
  605. if (!(attackRow[2] && attackRow[3]))
  606. sectorCursor[4] = -1;
  607. }
  608. else
  609. {
  610. if (!vstd::contains(occupyableHexes, myNumber + GameConstants::BFIELD_WIDTH + zigzagCorrection))
  611. sectorCursor[4] = -1;
  612. if (!vstd::contains(occupyableHexes, myNumber + GameConstants::BFIELD_WIDTH - 1 + zigzagCorrection))
  613. sectorCursor[5] = -1;
  614. }
  615. }
  616. // Determine index from sector.
  617. int cursorIndex;
  618. if (doubleWide)
  619. {
  620. sectorCursor.insert(sectorCursor.begin() + 5, belowAttackable ? 13 : -1);
  621. sectorCursor.insert(sectorCursor.begin() + 2, aboveAttackable ? 14 : -1);
  622. if (sector < 1.5)
  623. cursorIndex = sector;
  624. else if (sector >= 1.5 && sector < 2.5)
  625. cursorIndex = 2;
  626. else if (sector >= 2.5 && sector < 4.5)
  627. cursorIndex = (int) sector + 1;
  628. else if (sector >= 4.5 && sector < 5.5)
  629. cursorIndex = 6;
  630. else
  631. cursorIndex = (int) sector + 2;
  632. }
  633. else
  634. {
  635. cursorIndex = sector;
  636. }
  637. // Generally should NEVER happen, but to avoid the possibility of having endless loop below... [#1016]
  638. if(!vstd::contains_if(sectorCursor, [](int sc) { return sc != -1; }))
  639. {
  640. logGlobal->errorStream() << "Error: for hex " << myNumber << " cannot find a hex to attack from!";
  641. attackingHex = -1;
  642. return;
  643. }
  644. // Find the closest direction attackable, starting with the right one.
  645. // FIXME: Is this really how the original H3 client does it?
  646. int i = 0;
  647. while (sectorCursor[(cursorIndex + i)%sectorCursor.size()] == -1) //Why hast thou forsaken me?
  648. i = i <= 0 ? 1 - i : -i; // 0, 1, -1, 2, -2, 3, -3 etc..
  649. int index = (cursorIndex + i)%sectorCursor.size(); //hopefully we get elements from sectorCursor
  650. cursor->changeGraphic(ECursor::COMBAT, sectorCursor[index]);
  651. switch (index)
  652. {
  653. case 0:
  654. attackingHex = myNumber - 1; //left
  655. break;
  656. case 1:
  657. attackingHex = myNumber - GameConstants::BFIELD_WIDTH - 1 + zigzagCorrection; //top left
  658. break;
  659. case 2:
  660. attackingHex = myNumber - GameConstants::BFIELD_WIDTH + zigzagCorrection; //top right
  661. break;
  662. case 3:
  663. attackingHex = myNumber + 1; //right
  664. break;
  665. case 4:
  666. attackingHex = myNumber + GameConstants::BFIELD_WIDTH + zigzagCorrection; //bottom right
  667. break;
  668. case 5:
  669. attackingHex = myNumber + GameConstants::BFIELD_WIDTH - 1 + zigzagCorrection; //bottom left
  670. break;
  671. }
  672. BattleHex hex(attackingHex);
  673. if (!hex.isValid())
  674. attackingHex = -1;
  675. }
  676. void CBattleInterface::clickRight(tribool down, bool previousState)
  677. {
  678. if(!down && spellDestSelectMode)
  679. {
  680. endCastingSpell();
  681. }
  682. }
  683. void CBattleInterface::bOptionsf()
  684. {
  685. if(spellDestSelectMode) //we are casting a spell
  686. return;
  687. CCS->curh->changeGraphic(ECursor::ADVENTURE,0);
  688. Rect tempRect = genRect(431, 481, 160, 84);
  689. tempRect += pos.topLeft();
  690. auto optionsWin = new CBattleOptionsWindow(tempRect, this);
  691. GH.pushInt(optionsWin);
  692. }
  693. void CBattleInterface::bSurrenderf()
  694. {
  695. if(spellDestSelectMode) //we are casting a spell
  696. return;
  697. int cost = curInt->cb->battleGetSurrenderCost();
  698. if(cost >= 0)
  699. {
  700. std::string enemyHeroName = curInt->cb->battleGetEnemyHero().name;
  701. if(enemyHeroName.empty())
  702. enemyHeroName = "#ENEMY#"; //TODO: should surrendering without enemy hero be enabled?
  703. std::string surrenderMessage = boost::str(boost::format(CGI->generaltexth->allTexts[32]) % enemyHeroName % cost); //%s states: "I will accept your surrender and grant you and your troops safe passage for the price of %d gold."
  704. curInt->showYesNoDialog(surrenderMessage, [this]{ reallySurrender(); }, 0, false);
  705. }
  706. }
  707. void CBattleInterface::bFleef()
  708. {
  709. if(spellDestSelectMode) //we are casting a spell
  710. return;
  711. if( curInt->cb->battleCanFlee() )
  712. {
  713. CFunctionList<void()> ony = std::bind(&CBattleInterface::reallyFlee,this);
  714. curInt->showYesNoDialog(CGI->generaltexth->allTexts[28], ony, 0, false); //Are you sure you want to retreat?
  715. }
  716. else
  717. {
  718. std::vector<CComponent*> comps;
  719. std::string heroName;
  720. //calculating fleeing hero's name
  721. if(attackingHeroInstance)
  722. if(attackingHeroInstance->tempOwner == curInt->cb->getMyColor())
  723. heroName = attackingHeroInstance->name;
  724. if(defendingHeroInstance)
  725. if(defendingHeroInstance->tempOwner == curInt->cb->getMyColor())
  726. heroName = defendingHeroInstance->name;
  727. //calculating text
  728. auto txt = boost::format(CGI->generaltexth->allTexts[340]) % heroName; //The Shackles of War are present. %s can not retreat!
  729. //printing message
  730. curInt->showInfoDialog(boost::to_string(txt), comps);
  731. }
  732. }
  733. void CBattleInterface::reallyFlee()
  734. {
  735. giveCommand(Battle::RETREAT,0,0);
  736. CCS->curh->changeGraphic(ECursor::ADVENTURE, 0);
  737. }
  738. void CBattleInterface::reallySurrender()
  739. {
  740. if(curInt->cb->getResourceAmount(Res::GOLD) < curInt->cb->battleGetSurrenderCost())
  741. {
  742. curInt->showInfoDialog(CGI->generaltexth->allTexts[29]); //You don't have enough gold!
  743. }
  744. else
  745. {
  746. giveCommand(Battle::SURRENDER,0,0);
  747. CCS->curh->changeGraphic(ECursor::ADVENTURE, 0);
  748. }
  749. }
  750. void CBattleInterface::bAutofightf()
  751. {
  752. if(spellDestSelectMode) //we are casting a spell
  753. return;
  754. //Stop auto-fight mode
  755. if(curInt->isAutoFightOn)
  756. {
  757. assert(curInt->autofightingAI);
  758. curInt->isAutoFightOn = false;
  759. logGlobal->traceStream() << "Stopping the autofight...";
  760. }
  761. else
  762. {
  763. curInt->isAutoFightOn = true;
  764. blockUI(true);
  765. auto ai = CDynLibHandler::getNewBattleAI(settings["server"]["neutralAI"].String());
  766. ai->init(curInt->cb);
  767. ai->battleStart(army1, army2, int3(0,0,0), attackingHeroInstance, defendingHeroInstance, curInt->cb->battleGetMySide());
  768. curInt->autofightingAI = ai;
  769. curInt->cb->registerBattleInterface(ai);
  770. requestAutofightingAIToTakeAction();
  771. }
  772. }
  773. void CBattleInterface::bSpellf()
  774. {
  775. if(spellDestSelectMode) //we are casting a spell
  776. return;
  777. CCS->curh->changeGraphic(ECursor::ADVENTURE,0);
  778. if(!myTurn)
  779. return;
  780. auto myHero = currentHero();
  781. ESpellCastProblem::ESpellCastProblem spellCastProblem;
  782. if (curInt->cb->battleCanCastSpell(&spellCastProblem))
  783. {
  784. auto spellWindow = new CSpellWindow(genRect(595, 620, (screen->w - 620)/2, (screen->h - 595)/2), myHero, curInt.get());
  785. GH.pushInt(spellWindow);
  786. }
  787. else if(spellCastProblem == ESpellCastProblem::MAGIC_IS_BLOCKED)
  788. {
  789. //Handle Orb of Inhibition-like effects -> we want to display dialog with info, why casting is impossible
  790. auto blockingBonus = currentHero()->getBonusLocalFirst(Selector::type(Bonus::BLOCK_ALL_MAGIC));
  791. if(!blockingBonus)
  792. return;;
  793. if(blockingBonus->source == Bonus::ARTIFACT)
  794. {
  795. const int artID = blockingBonus->sid;
  796. //If we have artifact, put name of our hero. Otherwise assume it's the enemy.
  797. //TODO check who *really* is source of bonus
  798. std::string heroName = myHero->hasArt(artID) ? myHero->name : enemyHero().name;
  799. //%s wields the %s, an ancient artifact which creates a p dead to all magic.
  800. LOCPLINT->showInfoDialog(boost::str(boost::format(CGI->generaltexth->allTexts[683])
  801. % heroName % CGI->arth->artifacts[artID]->Name()));
  802. }
  803. }
  804. }
  805. void CBattleInterface::bWaitf()
  806. {
  807. if(spellDestSelectMode) //we are casting a spell
  808. return;
  809. if(activeStack != nullptr)
  810. giveCommand(Battle::WAIT,0,activeStack->ID);
  811. }
  812. void CBattleInterface::bDefencef()
  813. {
  814. if(spellDestSelectMode) //we are casting a spell
  815. return;
  816. if(activeStack != nullptr)
  817. giveCommand(Battle::DEFEND,0,activeStack->ID);
  818. }
  819. void CBattleInterface::bConsoleUpf()
  820. {
  821. if(spellDestSelectMode) //we are casting a spell
  822. return;
  823. console->scrollUp();
  824. }
  825. void CBattleInterface::bConsoleDownf()
  826. {
  827. if(spellDestSelectMode) //we are casting a spell
  828. return;
  829. console->scrollDown();
  830. }
  831. void CBattleInterface::newStack(const CStack * stack)
  832. {
  833. creDir[stack->ID] = stack->attackerOwned; // must be set before getting stack position
  834. Point coords = CClickableHex::getXYUnitAnim(stack->position, stack, this);
  835. if(stack->position < 0) //turret
  836. {
  837. const CCreature * turretCreature = CGI->creh->creatures[siegeH->town->town->clientInfo.siegeShooter];
  838. creAnims[stack->ID] = AnimationControls::getAnimation(turretCreature);
  839. // Turret positions are read out of the config/wall_pos.txt
  840. int posID = 0;
  841. switch (stack->position)
  842. {
  843. case -2: // keep creature
  844. posID = 18;
  845. break;
  846. case -3: // bottom creature
  847. posID = 19;
  848. break;
  849. case -4: // upper creature
  850. posID = 20;
  851. break;
  852. }
  853. if (posID != 0)
  854. {
  855. coords.x = siegeH->town->town->clientInfo.siegePositions[posID].x + this->pos.x;
  856. coords.y = siegeH->town->town->clientInfo.siegePositions[posID].y + this->pos.y;
  857. }
  858. creAnims[stack->ID]->pos.h = 225;
  859. }
  860. else
  861. {
  862. creAnims[stack->ID] = AnimationControls::getAnimation(stack->getCreature());
  863. creAnims[stack->ID]->onAnimationReset += std::bind(&onAnimationFinished, stack, creAnims[stack->ID]);
  864. creAnims[stack->ID]->pos.h = creAnims[stack->ID]->getHeight();
  865. }
  866. creAnims[stack->ID]->pos.x = coords.x;
  867. creAnims[stack->ID]->pos.y = coords.y;
  868. creAnims[stack->ID]->pos.w = creAnims[stack->ID]->getWidth();
  869. creAnims[stack->ID]->setType(CCreatureAnim::HOLDING);
  870. }
  871. void CBattleInterface::stackRemoved(int stackID)
  872. {
  873. delete creAnims[stackID];
  874. creAnims.erase(stackID);
  875. creDir.erase(stackID);
  876. //FIXME: what if currently removed stack is active one (Sacrifice)?
  877. redrawBackgroundWithHexes(activeStack);
  878. queue->update();
  879. }
  880. void CBattleInterface::stackActivated(const CStack * stack) //TODO: check it all before game state is changed due to abilities
  881. {
  882. //givenCommand = nullptr;
  883. stackToActivate = stack;
  884. waitForAnims();
  885. //if(pendingAnims.size() == 0)
  886. if(stackToActivate) //during waiting stack may have gotten activated through show
  887. activateStack();
  888. }
  889. void CBattleInterface::stackMoved(const CStack * stack, std::vector<BattleHex> destHex, int distance)
  890. {
  891. addNewAnim(new CMovementAnimation(this, stack, destHex, distance));
  892. waitForAnims();
  893. }
  894. void CBattleInterface::stacksAreAttacked(std::vector<StackAttackedInfo> attackedInfos)
  895. {
  896. for (auto & attackedInfo : attackedInfos)
  897. {
  898. //if (!attackedInfo.cloneKilled) //FIXME: play dead animation for cloned creature before it vanishes
  899. addNewAnim(new CDefenceAnimation(attackedInfo, this));
  900. if (attackedInfo.rebirth)
  901. {
  902. displayEffect(50, attackedInfo.defender->position); //TODO: play reverse death animation
  903. CCS->soundh->playSound(soundBase::RESURECT);
  904. }
  905. }
  906. waitForAnims();
  907. int targets = 0, killed = 0, damage = 0;
  908. for(auto & attackedInfo : attackedInfos)
  909. {
  910. ++targets;
  911. killed += attackedInfo.amountKilled;
  912. damage += attackedInfo.dmg;
  913. }
  914. for(auto & attackedInfo : attackedInfos)
  915. {
  916. if (attackedInfo.rebirth)
  917. creAnims[attackedInfo.defender->ID]->setType(CCreatureAnim::HOLDING);
  918. if (attackedInfo.cloneKilled)
  919. stackRemoved(attackedInfo.defender->ID);
  920. }
  921. /* if (attackedInfos.front().cloneKilled) //FIXME: cloned stack is already removed
  922. return;*/
  923. if (targets > 1)
  924. printConsoleAttacked(attackedInfos.front().defender, damage, killed, attackedInfos.front().attacker, true); //creatures perish
  925. else
  926. printConsoleAttacked(attackedInfos.front().defender, damage, killed, attackedInfos.front().attacker, false);
  927. }
  928. void CBattleInterface::stackAttacking( const CStack * attacker, BattleHex dest, const CStack * attacked, bool shooting )
  929. {
  930. if (shooting)
  931. {
  932. addNewAnim(new CShootingAnimation(this, attacker, dest, attacked));
  933. }
  934. else
  935. {
  936. addNewAnim(new CMeleeAttackAnimation(this, attacker, dest, attacked));
  937. }
  938. //waitForAnims();
  939. }
  940. void CBattleInterface::newRoundFirst( int round )
  941. {
  942. waitForAnims();
  943. }
  944. void CBattleInterface::newRound(int number)
  945. {
  946. console->addText(CGI->generaltexth->allTexts[412]);
  947. //unlock spellbook
  948. //bSpell->block(!curInt->cb->battleCanCastSpell());
  949. //don't unlock spellbook - this should be done when we have axctive creature
  950. }
  951. void CBattleInterface::giveCommand(Battle::ActionType action, BattleHex tile, ui32 stackID, si32 additional, si32 selected)
  952. {
  953. const CStack *stack = curInt->cb->battleGetStackByID(stackID);
  954. if(!stack && action != Battle::HERO_SPELL && action != Battle::RETREAT && action != Battle::SURRENDER)
  955. {
  956. return;
  957. }
  958. if(stack && stack != activeStack)
  959. logGlobal->warnStream() << "Warning: giving an order to a non-active stack?";
  960. auto ba = new BattleAction(); //is deleted in CPlayerInterface::activeStack()
  961. ba->side = defendingHeroInstance ? (curInt->playerID == defendingHeroInstance->tempOwner) : false;
  962. ba->actionType = action;
  963. ba->destinationTile = tile;
  964. ba->stackNumber = stackID;
  965. ba->additionalInfo = additional;
  966. ba->selectedStack = selected;
  967. //some basic validations
  968. switch(action)
  969. {
  970. case Battle::WALK_AND_ATTACK:
  971. assert(curInt->cb->battleGetStackByPos(additional)); //stack to attack must exist
  972. case Battle::WALK:
  973. case Battle::SHOOT:
  974. case Battle::CATAPULT:
  975. assert(tile < GameConstants::BFIELD_SIZE);
  976. break;
  977. }
  978. if(!tacticsMode)
  979. {
  980. logGlobal->traceStream() << "Setting command for " << (stack ? stack->nodeName() : "hero");
  981. myTurn = false;
  982. setActiveStack(nullptr);
  983. givenCommand->setn(ba);
  984. }
  985. else
  986. {
  987. curInt->cb->battleMakeTacticAction(ba);
  988. vstd::clear_pointer(ba);
  989. setActiveStack(nullptr);
  990. //next stack will be activated when action ends
  991. }
  992. }
  993. bool CBattleInterface::isTileAttackable(const BattleHex & number) const
  994. {
  995. for(auto & elem : occupyableHexes)
  996. {
  997. if(BattleHex::mutualPosition(elem, number) != -1 || elem == number)
  998. return true;
  999. }
  1000. return false;
  1001. }
  1002. bool CBattleInterface::isCatapultAttackable(BattleHex hex) const
  1003. {
  1004. if(!siegeH || tacticsMode) return false;
  1005. auto wallPart = curInt->cb->battleHexToWallPart(hex);
  1006. if(!curInt->cb->isWallPartPotentiallyAttackable(wallPart)) return false;
  1007. auto state = curInt->cb->battleGetWallState(static_cast<int>(wallPart));
  1008. return state != EWallState::DESTROYED && state != EWallState::NONE;
  1009. }
  1010. const CGHeroInstance * CBattleInterface::getActiveHero()
  1011. {
  1012. const CStack * attacker = activeStack;
  1013. if (!attacker)
  1014. {
  1015. return nullptr;
  1016. }
  1017. if (attacker->attackerOwned)
  1018. {
  1019. return attackingHeroInstance;
  1020. }
  1021. return defendingHeroInstance;
  1022. }
  1023. void CBattleInterface::hexLclicked(int whichOne)
  1024. {
  1025. handleHex(whichOne, LCLICK);
  1026. }
  1027. void CBattleInterface::stackIsCatapulting(const CatapultAttack & ca)
  1028. {
  1029. if(ca.attacker != -1)
  1030. {
  1031. const CStack * stack = curInt->cb->battleGetStackByID(ca.attacker);
  1032. for(auto attackInfo : ca.attackedParts)
  1033. {
  1034. addNewAnim(new CShootingAnimation(this, stack, attackInfo.destinationTile, nullptr, true, attackInfo.damageDealt));
  1035. }
  1036. }
  1037. else
  1038. {
  1039. //no attacker stack, assume spell-related (earthquake) - only hit animation
  1040. for(auto attackInfo : ca.attackedParts)
  1041. {
  1042. Point destPos = CClickableHex::getXYUnitAnim(attackInfo.destinationTile, nullptr, this) + Point(99, 120);
  1043. addNewAnim(new CSpellEffectAnimation(this, "SGEXPL.DEF", destPos.x, destPos.y));
  1044. }
  1045. }
  1046. waitForAnims();
  1047. for(auto attackInfo : ca.attackedParts)
  1048. {
  1049. SDL_FreeSurface(siegeH->walls[attackInfo.attackedPart + 2]);
  1050. siegeH->walls[attackInfo.attackedPart + 2] = BitmapHandler::loadBitmap(
  1051. siegeH->getSiegeName(attackInfo.attackedPart + 2, curInt->cb->battleGetWallState(attackInfo.attackedPart)));
  1052. }
  1053. }
  1054. void CBattleInterface::battleFinished(const BattleResult& br)
  1055. {
  1056. bresult = &br;
  1057. {
  1058. auto unlockPim = vstd::makeUnlockGuard(*LOCPLINT->pim);
  1059. animsAreDisplayed.waitUntil(false);
  1060. }
  1061. displayBattleFinished();
  1062. setActiveStack(nullptr);
  1063. }
  1064. void CBattleInterface::displayBattleFinished()
  1065. {
  1066. CCS->curh->changeGraphic(ECursor::ADVENTURE,0);
  1067. SDL_Rect temp_rect = genRect(561, 470, (screen->w - 800)/2 + 165, (screen->h - 600)/2 + 19);
  1068. resWindow = new CBattleResultWindow(*bresult, temp_rect, *this->curInt);
  1069. GH.pushInt(resWindow);
  1070. }
  1071. void CBattleInterface::spellCast( const BattleSpellCast * sc )
  1072. {
  1073. const SpellID spellID(sc->id);
  1074. const CSpell & spell = * spellID.toSpell();
  1075. const std::string & castSoundPath = spell.getCastSound();
  1076. if(!castSoundPath.empty())
  1077. CCS->soundh->playSound(castSoundPath);
  1078. Point srccoord = (sc->side ? Point(770, 60) : Point(30, 60)) + pos; //hero position by default
  1079. {
  1080. const auto casterStackID = sc->casterStack;
  1081. if(casterStackID > 0)
  1082. {
  1083. const CStack * casterStack = curInt->cb->battleGetStackByID(casterStackID);
  1084. if(casterStack != nullptr)
  1085. {
  1086. srccoord = CClickableHex::getXYUnitAnim(casterStack->position, casterStack, this);
  1087. srccoord.x += 250;
  1088. srccoord.y += 240;
  1089. }
  1090. }
  1091. }
  1092. //todo: play custom cast animation
  1093. displaySpellCast(spellID, BattleHex::INVALID, false);
  1094. //playing projectile animation
  1095. if(sc->tile.isValid())
  1096. {
  1097. Point destcoord = CClickableHex::getXYUnitAnim(sc->tile, curInt->cb->battleGetStackByPos(sc->tile), this); //position attacked by projectile
  1098. destcoord.x += 250; destcoord.y += 240;
  1099. //animation angle
  1100. double angle = atan2(static_cast<double>(destcoord.x - srccoord.x), static_cast<double>(destcoord.y - srccoord.y));
  1101. bool Vflip = (angle < 0);
  1102. if(Vflip)
  1103. angle = -angle;
  1104. std::string animToDisplay = spell.animationInfo.selectProjectile(angle);
  1105. if(!animToDisplay.empty())
  1106. {
  1107. //displaying animation
  1108. CDefEssential * animDef = CDefHandler::giveDefEss(animToDisplay);
  1109. double diffX = (destcoord.x - srccoord.x)*(destcoord.x - srccoord.x);
  1110. double diffY = (destcoord.y - srccoord.y)*(destcoord.y - srccoord.y);
  1111. double distance = sqrt(diffX + diffY);
  1112. int steps = distance / AnimationControls::getSpellEffectSpeed() + 1;
  1113. int dx = (destcoord.x - srccoord.x - animDef->ourImages[0].bitmap->w)/steps;
  1114. int dy = (destcoord.y - srccoord.y - animDef->ourImages[0].bitmap->h)/steps;
  1115. delete animDef;
  1116. addNewAnim(new CSpellEffectAnimation(this, animToDisplay, srccoord.x, srccoord.y, dx, dy, Vflip));
  1117. }
  1118. }
  1119. waitForAnims();
  1120. displaySpellHit(spellID, sc->tile);
  1121. //queuing affect animation
  1122. for(auto & elem : sc->affectedCres)
  1123. {
  1124. BattleHex position = curInt->cb->battleGetStackByID(elem, false)->position;
  1125. displaySpellEffect(spellID, position);
  1126. }
  1127. //queuing additional animation
  1128. for(auto & elem : sc->customEffects)
  1129. {
  1130. BattleHex position = curInt->cb->battleGetStackByID(elem.stack, false)->position;
  1131. displayEffect(elem.effect, position);
  1132. }
  1133. //displaying message in console
  1134. std::vector<std::string> logLines;
  1135. spell.prepareBattleLog(curInt->cb.get(), sc, logLines);
  1136. for(auto line : logLines)
  1137. console->addText(line);
  1138. waitForAnims();
  1139. //mana absorption
  1140. if(sc->manaGained > 0)
  1141. {
  1142. Point leftHero = Point(15, 30) + pos;
  1143. Point rightHero = Point(755, 30) + pos;
  1144. addNewAnim(new CSpellEffectAnimation(this, sc->side ? "SP07_A.DEF" : "SP07_B.DEF", leftHero.x, leftHero.y, 0, 0, false));
  1145. addNewAnim(new CSpellEffectAnimation(this, sc->side ? "SP07_B.DEF" : "SP07_A.DEF", rightHero.x, rightHero.y, 0, 0, false));
  1146. }
  1147. }
  1148. void CBattleInterface::battleStacksEffectsSet(const SetStackEffect & sse)
  1149. {
  1150. if (sse.effect.back().sid == -1 && sse.stacks.size() == 1 && sse.effect.size() == 2)
  1151. {
  1152. const Bonus & bns = sse.effect.front();
  1153. if (bns.source == Bonus::OTHER && bns.type == Bonus::PRIMARY_SKILL)
  1154. {
  1155. //defensive stance
  1156. const CStack * stack = LOCPLINT->cb->battleGetStackByID(*sse.stacks.begin());
  1157. int txtid = 120;
  1158. if(stack->count != 1)
  1159. txtid++; //move to plural text
  1160. BonusList defenseBonuses = *(stack->getBonuses(Selector::typeSubtype(Bonus::PRIMARY_SKILL, PrimarySkill::DEFENSE)));
  1161. defenseBonuses.remove_if(Bonus::UntilGetsTurn); //remove bonuses gained from defensive stance
  1162. int val = stack->Defense() - defenseBonuses.totalValue();
  1163. auto txt = boost::format (CGI->generaltexth->allTexts[txtid]) % ((stack->count != 1) ? stack->getCreature()->namePl : stack->getCreature()->nameSing) % val;
  1164. console->addText(boost::to_string(txt));
  1165. }
  1166. }
  1167. if (activeStack != nullptr) //it can be -1 when a creature casts effect
  1168. {
  1169. redrawBackgroundWithHexes(activeStack);
  1170. }
  1171. }
  1172. void CBattleInterface::castThisSpell(SpellID spellID)
  1173. {
  1174. auto ba = new BattleAction;
  1175. ba->actionType = Battle::HERO_SPELL;
  1176. ba->additionalInfo = spellID; //spell number
  1177. ba->destinationTile = -1;
  1178. ba->stackNumber = (attackingHeroInstance->tempOwner == curInt->playerID) ? -1 : -2;
  1179. ba->side = defendingHeroInstance ? (curInt->playerID == defendingHeroInstance->tempOwner) : false;
  1180. spellToCast = ba;
  1181. spellDestSelectMode = true;
  1182. creatureCasting = false;
  1183. //choosing possible tragets
  1184. const CGHeroInstance * castingHero = (attackingHeroInstance->tempOwner == curInt->playerID) ? attackingHeroInstance : defendingHeroInstance;
  1185. assert(castingHero); // code below assumes non-null hero
  1186. sp = spellID.toSpell();
  1187. spellSelMode = ANY_LOCATION;
  1188. const CSpell::TargetInfo ti = sp->getTargetInfo(castingHero->getSpellSchoolLevel(sp));
  1189. if(ti.massive || ti.type == CSpell::NO_TARGET)
  1190. spellSelMode = NO_LOCATION;
  1191. else if(ti.type == CSpell::LOCATION && ti.clearAffected)
  1192. {
  1193. spellSelMode = FREE_LOCATION;
  1194. }
  1195. else if(ti.type == CSpell::CREATURE)
  1196. {
  1197. if(ti.smart)
  1198. spellSelMode = selectionTypeByPositiveness(*sp);
  1199. else
  1200. spellSelMode = ANY_CREATURE;
  1201. }
  1202. else if(ti.type == CSpell::OBSTACLE)
  1203. {
  1204. spellSelMode = OBSTACLE;
  1205. }
  1206. if (spellSelMode == NO_LOCATION) //user does not have to select location
  1207. {
  1208. spellToCast->destinationTile = -1;
  1209. curInt->cb->battleMakeAction(spellToCast);
  1210. endCastingSpell();
  1211. }
  1212. else
  1213. {
  1214. possibleActions.clear();
  1215. possibleActions.push_back (spellSelMode); //only this one action can be performed at the moment
  1216. GH.fakeMouseMove();//update cursor
  1217. }
  1218. }
  1219. void CBattleInterface::displayEffect(ui32 effect, int destTile, bool areaEffect)
  1220. {
  1221. //todo: recheck areaEffect usage
  1222. addNewAnim(new CSpellEffectAnimation(this, effect, destTile, 0, 0, false));
  1223. }
  1224. void CBattleInterface::displaySpellAnimation(const CSpell::TAnimation & animation, BattleHex destinationTile, bool areaEffect)
  1225. {
  1226. if(animation.pause > 0)
  1227. {
  1228. addNewAnim(new CDummyAnimation(this, animation.pause));
  1229. }
  1230. else
  1231. {
  1232. addNewAnim(new CSpellEffectAnimation(this, animation.resourceName, destinationTile, false, animation.verticalPosition == VerticalPosition::BOTTOM));
  1233. }
  1234. }
  1235. void CBattleInterface::displaySpellCast(SpellID spellID, BattleHex destinationTile, bool areaEffect)
  1236. {
  1237. const CSpell * spell = spellID.toSpell();
  1238. if(spell == nullptr)
  1239. return;
  1240. for(const CSpell::TAnimation & animation : spell->animationInfo.cast)
  1241. {
  1242. displaySpellAnimation(animation, destinationTile, areaEffect);
  1243. }
  1244. }
  1245. void CBattleInterface::displaySpellEffect(SpellID spellID, BattleHex destinationTile, bool areaEffect)
  1246. {
  1247. const CSpell * spell = spellID.toSpell();
  1248. if(spell == nullptr)
  1249. return;
  1250. for(const CSpell::TAnimation & animation : spell->animationInfo.affect)
  1251. {
  1252. displaySpellAnimation(animation, destinationTile, areaEffect);
  1253. }
  1254. }
  1255. void CBattleInterface::displaySpellHit(SpellID spellID, BattleHex destinationTile, bool areaEffect)
  1256. {
  1257. const CSpell * spell = spellID.toSpell();
  1258. if(spell == nullptr)
  1259. return;
  1260. for(const CSpell::TAnimation & animation : spell->animationInfo.hit)
  1261. {
  1262. displaySpellAnimation(animation, destinationTile, areaEffect);
  1263. }
  1264. }
  1265. void CBattleInterface::battleTriggerEffect(const BattleTriggerEffect & bte)
  1266. {
  1267. const CStack * stack = curInt->cb->battleGetStackByID(bte.stackID);
  1268. //don't show animation when no HP is regenerated
  1269. switch (bte.effect)
  1270. {
  1271. case Bonus::HP_REGENERATION:
  1272. displayEffect(74, stack->position);
  1273. CCS->soundh->playSound(soundBase::REGENER);
  1274. break;
  1275. case Bonus::MANA_DRAIN:
  1276. displayEffect(77, stack->position);
  1277. CCS->soundh->playSound(soundBase::MANADRAI);
  1278. break;
  1279. case Bonus::POISON:
  1280. displayEffect(67, stack->position);
  1281. CCS->soundh->playSound(soundBase::POISON);
  1282. break;
  1283. case Bonus::FEAR:
  1284. displayEffect(15, stack->position);
  1285. CCS->soundh->playSound(soundBase::FEAR);
  1286. break;
  1287. case Bonus::MORALE:
  1288. {
  1289. std::string hlp = CGI->generaltexth->allTexts[33];
  1290. boost::algorithm::replace_first(hlp,"%s",(stack->getName()));
  1291. displayEffect(20,stack->position);
  1292. CCS->soundh->playSound(soundBase::GOODMRLE);
  1293. console->addText(hlp);
  1294. break;
  1295. }
  1296. default:
  1297. return;
  1298. }
  1299. //waitForAnims(); //fixme: freezes game :?
  1300. }
  1301. void CBattleInterface::setAnimSpeed(int set)
  1302. {
  1303. Settings speed = settings.write["battle"]["animationSpeed"];
  1304. speed->Float() = float(set) / 100;
  1305. }
  1306. int CBattleInterface::getAnimSpeed() const
  1307. {
  1308. return vstd::round(settings["battle"]["animationSpeed"].Float() * 100);
  1309. }
  1310. CPlayerInterface * CBattleInterface::getCurrentPlayerInterface() const
  1311. {
  1312. return curInt.get();
  1313. }
  1314. void CBattleInterface::setActiveStack(const CStack * stack)
  1315. {
  1316. if (activeStack) // update UI
  1317. creAnims[activeStack->ID]->setBorderColor(AnimationControls::getNoBorder());
  1318. activeStack = stack;
  1319. if (activeStack) // update UI
  1320. creAnims[activeStack->ID]->setBorderColor(AnimationControls::getGoldBorder());
  1321. blockUI(activeStack == nullptr);
  1322. }
  1323. void CBattleInterface::setHoveredStack(const CStack * stack)
  1324. {
  1325. if (mouseHoveredStack)
  1326. creAnims[mouseHoveredStack->ID]->setBorderColor(AnimationControls::getNoBorder());
  1327. // stack must be alive and not active (which uses gold border instead)
  1328. if (stack && stack->alive() && stack != activeStack)
  1329. {
  1330. mouseHoveredStack = stack;
  1331. if (mouseHoveredStack)
  1332. {
  1333. creAnims[mouseHoveredStack->ID]->setBorderColor(AnimationControls::getBlueBorder());
  1334. if (creAnims[mouseHoveredStack->ID]->framesInGroup(CCreatureAnim::MOUSEON) > 0)
  1335. creAnims[mouseHoveredStack->ID]->playOnce(CCreatureAnim::MOUSEON);
  1336. }
  1337. }
  1338. else
  1339. mouseHoveredStack = nullptr;
  1340. }
  1341. void CBattleInterface::activateStack()
  1342. {
  1343. myTurn = true;
  1344. if(!!attackerInt && defenderInt) //hotseat -> need to pick which interface "takes over" as active
  1345. curInt = attackerInt->playerID == stackToActivate->owner ? attackerInt : defenderInt;
  1346. setActiveStack(stackToActivate);
  1347. stackToActivate = nullptr;
  1348. const CStack *s = activeStack;
  1349. queue->update();
  1350. redrawBackgroundWithHexes(activeStack);
  1351. //set casting flag to true if creature can use it to not check it every time
  1352. const Bonus *spellcaster = s->getBonusLocalFirst(Selector::type(Bonus::SPELLCASTER)),
  1353. *randomSpellcaster = s->getBonusLocalFirst(Selector::type(Bonus::RANDOM_SPELLCASTER));
  1354. if (s->casts && (spellcaster || randomSpellcaster))
  1355. {
  1356. stackCanCastSpell = true;
  1357. if(randomSpellcaster)
  1358. creatureSpellToCast = -1; //spell will be set later on cast
  1359. creatureSpellToCast = curInt->cb->battleGetRandomStackSpell(s, CBattleInfoCallback::RANDOM_AIMED); //faerie dragon can cast only one spell until their next move
  1360. //TODO: what if creature can cast BOTH random genie spell and aimed spell?
  1361. }
  1362. else
  1363. {
  1364. stackCanCastSpell = false;
  1365. creatureSpellToCast = -1;
  1366. }
  1367. getPossibleActionsForStack (s);
  1368. GH.fakeMouseMove();
  1369. }
  1370. void CBattleInterface::endCastingSpell()
  1371. {
  1372. assert(spellDestSelectMode);
  1373. vstd::clear_pointer(spellToCast);
  1374. sp = nullptr;
  1375. spellDestSelectMode = false;
  1376. CCS->curh->changeGraphic(ECursor::COMBAT, ECursor::COMBAT_POINTER);
  1377. if (activeStack)
  1378. {
  1379. getPossibleActionsForStack (activeStack); //restore actions after they were cleared
  1380. myTurn = true;
  1381. }
  1382. }
  1383. void CBattleInterface::getPossibleActionsForStack(const CStack * stack)
  1384. {
  1385. possibleActions.clear();
  1386. if (tacticsMode)
  1387. {
  1388. possibleActions.push_back(MOVE_TACTICS);
  1389. possibleActions.push_back(CHOOSE_TACTICS_STACK);
  1390. }
  1391. else
  1392. {
  1393. //first action will be prioritized over later ones
  1394. if (stack->casts) //TODO: check for battlefield effects that prevent casting?
  1395. {
  1396. if (stack->hasBonusOfType (Bonus::SPELLCASTER))
  1397. {
  1398. //TODO: poll possible spells
  1399. const CSpell * spell;
  1400. BonusList spellBonuses = *stack->getBonuses (Selector::type(Bonus::SPELLCASTER));
  1401. for (Bonus * spellBonus : spellBonuses)
  1402. {
  1403. spell = CGI->spellh->objects[spellBonus->subtype];
  1404. switch (spellBonus->subtype)
  1405. {
  1406. case SpellID::REMOVE_OBSTACLE:
  1407. possibleActions.push_back (OBSTACLE);
  1408. break;
  1409. default:
  1410. possibleActions.push_back (selectionTypeByPositiveness (*spell));
  1411. break;
  1412. }
  1413. }
  1414. std::sort(possibleActions.begin(), possibleActions.end());
  1415. auto it = std::unique (possibleActions.begin(), possibleActions.end());
  1416. possibleActions.erase (it, possibleActions.end());
  1417. }
  1418. if (stack->hasBonusOfType (Bonus::RANDOM_SPELLCASTER))
  1419. possibleActions.push_back (RANDOM_GENIE_SPELL);
  1420. if (stack->hasBonusOfType (Bonus::DAEMON_SUMMONING))
  1421. possibleActions.push_back (RISE_DEMONS);
  1422. }
  1423. if (stack->shots && stack->hasBonusOfType (Bonus::SHOOTER))
  1424. possibleActions.push_back (SHOOT);
  1425. if (stack->hasBonusOfType (Bonus::RETURN_AFTER_STRIKE))
  1426. possibleActions.push_back (ATTACK_AND_RETURN);
  1427. possibleActions.push_back(ATTACK); //all active stacks can attack
  1428. possibleActions.push_back(WALK_AND_ATTACK); //not all stacks can always walk, but we will check this elsewhere
  1429. if (stack->canMove() && stack->Speed()) //probably no reason to try move war machines or bound stacks
  1430. possibleActions.push_back (MOVE_STACK); //all active stacks can attack
  1431. if (siegeH && stack->hasBonusOfType (Bonus::CATAPULT)) //TODO: check shots
  1432. possibleActions.push_back (CATAPULT);
  1433. if (stack->hasBonusOfType (Bonus::HEALER))
  1434. possibleActions.push_back (HEAL);
  1435. }
  1436. }
  1437. void CBattleInterface::printConsoleAttacked( const CStack * defender, int dmg, int killed, const CStack * attacker, bool multiple )
  1438. {
  1439. std::string formattedText;
  1440. if (attacker) //ignore if stacks were killed by spell
  1441. {
  1442. boost::format txt = boost::format (CGI->generaltexth->allTexts[attacker->count > 1 ? 377 : 376]) %
  1443. (attacker->count > 1 ? attacker->getCreature()->namePl : attacker->getCreature()->nameSing) % dmg;
  1444. formattedText.append(boost::to_string(txt));
  1445. }
  1446. if(killed > 0)
  1447. {
  1448. if (attacker)
  1449. formattedText.append(" ");
  1450. boost::format txt;
  1451. if(killed > 1)
  1452. {
  1453. txt = boost::format (CGI->generaltexth->allTexts[379]) % killed % (multiple ? CGI->generaltexth->allTexts[43] : defender->getCreature()->namePl); // creatures perish
  1454. }
  1455. else //killed == 1
  1456. {
  1457. txt = boost::format (CGI->generaltexth->allTexts[378]) % (multiple ? CGI->generaltexth->allTexts[42] : defender->getCreature()->nameSing); // creature perishes
  1458. }
  1459. std::string trimmed = boost::to_string(txt);
  1460. boost::algorithm::trim(trimmed); // these default h3 texts have unnecessary new lines, so get rid of them before displaying
  1461. formattedText.append(trimmed);
  1462. }
  1463. console->addText(formattedText);
  1464. }
  1465. void CBattleInterface::endAction(const BattleAction* action)
  1466. {
  1467. const CStack * stack = curInt->cb->battleGetStackByID(action->stackNumber);
  1468. if(action->actionType == Battle::HERO_SPELL)
  1469. {
  1470. if(action->side)
  1471. defendingHero->setPhase(0);
  1472. else
  1473. attackingHero->setPhase(0);
  1474. }
  1475. if(stack && action->actionType == Battle::WALK &&
  1476. !creAnims[action->stackNumber]->isIdle()) //walk or walk & attack
  1477. {
  1478. pendingAnims.push_back(std::make_pair(new CMovementEndAnimation(this, stack, action->destinationTile), false));
  1479. }
  1480. //check if we should reverse stacks
  1481. //for some strange reason, it's not enough
  1482. TStacks stacks = curInt->cb->battleGetStacks(CBattleCallback::MINE_AND_ENEMY);
  1483. for(const CStack *s : stacks)
  1484. {
  1485. if(s && creDir[s->ID] != bool(s->attackerOwned) && s->alive()
  1486. && creAnims[s->ID]->isIdle())
  1487. {
  1488. addNewAnim(new CReverseAnimation(this, s, s->position, false));
  1489. }
  1490. }
  1491. queue->update();
  1492. if(tacticsMode) //stack ended movement in tactics phase -> select the next one
  1493. bTacticNextStack(stack);
  1494. if( action->actionType == Battle::HERO_SPELL) //we have activated next stack after sending request that has been just realized -> blockmap due to movement has changed
  1495. redrawBackgroundWithHexes(activeStack);
  1496. if(activeStack && !animsAreDisplayed.get() && pendingAnims.empty() && !active)
  1497. {
  1498. logGlobal->warnStream() << "Something wrong... interface was deactivated but there is no animation. Reactivating...";
  1499. blockUI(false);
  1500. }
  1501. else
  1502. {
  1503. // block UI if no active stack (e.g. enemy turn);
  1504. blockUI(activeStack == nullptr);
  1505. }
  1506. }
  1507. void CBattleInterface::hideQueue()
  1508. {
  1509. Settings showQueue = settings.write["battle"]["showQueue"];
  1510. showQueue->Bool() = false;
  1511. queue->deactivate();
  1512. if(!queue->embedded)
  1513. {
  1514. moveBy(Point(0, -queue->pos.h / 2));
  1515. GH.totalRedraw();
  1516. }
  1517. }
  1518. void CBattleInterface::showQueue()
  1519. {
  1520. Settings showQueue = settings.write["battle"]["showQueue"];
  1521. showQueue->Bool() = true;
  1522. queue->activate();
  1523. if(!queue->embedded)
  1524. {
  1525. moveBy(Point(0, +queue->pos.h / 2));
  1526. GH.totalRedraw();
  1527. }
  1528. }
  1529. void CBattleInterface::blockUI(bool on)
  1530. {
  1531. ESpellCastProblem::ESpellCastProblem spellcastingProblem;
  1532. bool canCastSpells = curInt->cb->battleCanCastSpell(&spellcastingProblem);
  1533. bool canWait = activeStack ? !activeStack->waited() : false;
  1534. bOptions->block(on);
  1535. bFlee->block(on || !curInt->cb->battleCanFlee());
  1536. bSurrender->block(on || curInt->cb->battleGetSurrenderCost() < 0);
  1537. // block only if during enemy turn and auto-fight is off
  1538. // othervice - crash on accessing non-exisiting active stack
  1539. bAutofight->block(!curInt->isAutoFightOn && !activeStack);
  1540. if(tacticsMode && btactEnd && btactNext)
  1541. {
  1542. btactNext->block(on);
  1543. btactEnd->block(on);
  1544. }
  1545. else
  1546. {
  1547. bConsoleUp->block(on);
  1548. bConsoleDown->block(on);
  1549. }
  1550. //if magic is blocked, we leave button active, so the message can be displayed (cf bug #97)
  1551. bSpell->block(on || (!canCastSpells && spellcastingProblem != ESpellCastProblem::MAGIC_IS_BLOCKED));
  1552. bWait->block(on || tacticsMode || !canWait);
  1553. bDefence->block(on || tacticsMode);
  1554. }
  1555. void CBattleInterface::startAction(const BattleAction* action)
  1556. {
  1557. //setActiveStack(nullptr);
  1558. setHoveredStack(nullptr);
  1559. blockUI(true);
  1560. if(action->actionType == Battle::END_TACTIC_PHASE)
  1561. {
  1562. SDL_FreeSurface(menu);
  1563. menu = BitmapHandler::loadBitmap("CBAR.bmp");
  1564. graphics->blueToPlayersAdv(menu, curInt->playerID);
  1565. return;
  1566. }
  1567. const CStack *stack = curInt->cb->battleGetStackByID(action->stackNumber);
  1568. if(stack)
  1569. {
  1570. queue->update();
  1571. }
  1572. else
  1573. {
  1574. assert(action->actionType == Battle::HERO_SPELL); //only cast spell is valid action without acting stack number
  1575. }
  1576. if(action->actionType == Battle::WALK
  1577. || (action->actionType == Battle::WALK_AND_ATTACK && action->destinationTile != stack->position))
  1578. {
  1579. assert(stack);
  1580. moveStarted = true;
  1581. if(creAnims[action->stackNumber]->framesInGroup(CCreatureAnim::MOVE_START))
  1582. {
  1583. pendingAnims.push_back(std::make_pair(new CMovementStartAnimation(this, stack), false));
  1584. }
  1585. }
  1586. redraw(); // redraw after deactivation, including proper handling of hovered hexes
  1587. if (action->actionType == Battle::HERO_SPELL) //when hero casts spell
  1588. {
  1589. if(action->side)
  1590. defendingHero->setPhase(4);
  1591. else
  1592. attackingHero->setPhase(4);
  1593. return;
  1594. }
  1595. if(!stack)
  1596. {
  1597. logGlobal->errorStream()<<"Something wrong with stackNumber in actionStarted. Stack number: "<<action->stackNumber;
  1598. return;
  1599. }
  1600. int txtid = 0;
  1601. switch(action->actionType)
  1602. {
  1603. case Battle::WAIT:
  1604. txtid = 136;
  1605. break;
  1606. case Battle::BAD_MORALE:
  1607. txtid = -34; //negative -> no separate singular/plural form
  1608. displayEffect(30,stack->position);
  1609. CCS->soundh->playSound(soundBase::BADMRLE);
  1610. break;
  1611. }
  1612. if(txtid > 0 && stack->count != 1)
  1613. txtid++; //move to plural text
  1614. else if(txtid < 0)
  1615. txtid = -txtid;
  1616. if(txtid)
  1617. {
  1618. std::string name = (stack->count != 1) ? stack->getCreature()->namePl.c_str() : stack->getCreature()->nameSing.c_str();
  1619. console->addText((boost::format(CGI->generaltexth->allTexts[txtid].c_str()) % name).str());
  1620. }
  1621. //displaying special abilities
  1622. switch (action->actionType)
  1623. {
  1624. case Battle::STACK_HEAL:
  1625. displayEffect(74, action->destinationTile);
  1626. CCS->soundh->playSound(soundBase::REGENER);
  1627. break;
  1628. }
  1629. }
  1630. void CBattleInterface::waitForAnims()
  1631. {
  1632. auto unlockPim = vstd::makeUnlockGuard(*LOCPLINT->pim);
  1633. animsAreDisplayed.waitWhileTrue();
  1634. }
  1635. void CBattleInterface::bEndTacticPhase()
  1636. {
  1637. setActiveStack(nullptr);
  1638. blockUI(true);
  1639. tacticsMode = false;
  1640. }
  1641. static bool immobile(const CStack *s)
  1642. {
  1643. return !s->Speed(0, true); //should bound stacks be immobile?
  1644. }
  1645. void CBattleInterface::bTacticNextStack(const CStack *current /*= nullptr*/)
  1646. {
  1647. if(!current)
  1648. current = activeStack;
  1649. //no switching stacks when the current one is moving
  1650. waitForAnims();
  1651. TStacks stacksOfMine = tacticianInterface->cb->battleGetStacks(CBattleCallback::ONLY_MINE);
  1652. stacksOfMine.erase(std::remove_if(stacksOfMine.begin(), stacksOfMine.end(), &immobile), stacksOfMine.end());
  1653. auto it = vstd::find(stacksOfMine, current);
  1654. if(it != stacksOfMine.end() && ++it != stacksOfMine.end())
  1655. stackActivated(*it);
  1656. else
  1657. stackActivated(stacksOfMine.front());
  1658. }
  1659. CBattleInterface::PossibleActions CBattleInterface::selectionTypeByPositiveness(const CSpell & spell)
  1660. {
  1661. switch(spell.positiveness)
  1662. {
  1663. case CSpell::NEGATIVE :
  1664. return HOSTILE_CREATURE_SPELL;
  1665. case CSpell::NEUTRAL:
  1666. return ANY_CREATURE;
  1667. case CSpell::POSITIVE:
  1668. return FRIENDLY_CREATURE_SPELL;
  1669. }
  1670. assert(0);
  1671. return NO_LOCATION; //should never happen
  1672. }
  1673. std::string formatDmgRange(std::pair<ui32, ui32> dmgRange)
  1674. {
  1675. if(dmgRange.first != dmgRange.second)
  1676. return (boost::format("%d - %d") % dmgRange.first % dmgRange.second).str();
  1677. else
  1678. return (boost::format("%d") % dmgRange.first).str();
  1679. }
  1680. bool CBattleInterface::canStackMoveHere (const CStack * activeStack, BattleHex myNumber)
  1681. {
  1682. std::vector<BattleHex> acc = curInt->cb->battleGetAvailableHexes (activeStack, false);
  1683. int shiftedDest = myNumber + (activeStack->attackerOwned ? 1 : -1);
  1684. if (vstd::contains(acc, myNumber))
  1685. return true;
  1686. else if (activeStack->doubleWide() && vstd::contains(acc, shiftedDest))
  1687. return true;
  1688. else
  1689. return false;
  1690. }
  1691. void CBattleInterface::handleHex(BattleHex myNumber, int eventType)
  1692. {
  1693. if(!myTurn) //we are not permit to do anything
  1694. return;
  1695. // This function handles mouse move over hexes and l-clicking on them.
  1696. // First we decide what happens if player clicks on this hex and set appropriately
  1697. // consoleMsg, cursorFrame/Type and prepare lambda realizeAction.
  1698. //
  1699. // Then, depending whether it was hover/click we either call the action or set tooltip/cursor.
  1700. //used when hovering -> tooltip message and cursor to be set
  1701. std::string consoleMsg;
  1702. bool setCursor = true; //if we want to suppress setting cursor
  1703. ECursor::ECursorTypes cursorType = ECursor::COMBAT;
  1704. int cursorFrame = ECursor::COMBAT_POINTER; //TODO: is this line used?
  1705. //used when l-clicking -> action to be called upon the click
  1706. std::function<void()> realizeAction;
  1707. const CStack * const sactive = activeStack;
  1708. //Get stack on the hex - first try to grab the alive one, if not found -> allow dead stacks.
  1709. const CStack *shere = curInt->cb->battleGetStackByPos(myNumber, true);
  1710. if(!shere)
  1711. shere = curInt->cb->battleGetStackByPos(myNumber, false);
  1712. if (!sactive)
  1713. return;
  1714. bool ourStack = false;
  1715. if (shere)
  1716. ourStack = shere->owner == curInt->playerID;
  1717. //stack changed, update selection border
  1718. if (shere != mouseHoveredStack)
  1719. {
  1720. setHoveredStack(shere);
  1721. }
  1722. localActions.clear();
  1723. illegalActions.clear();
  1724. for (PossibleActions action : possibleActions)
  1725. {
  1726. bool legalAction = false; //this action is legal and can be performed
  1727. bool notLegal = false; //this action is not legal and should display message
  1728. switch (action)
  1729. {
  1730. case CHOOSE_TACTICS_STACK:
  1731. if (shere && ourStack)
  1732. legalAction = true;
  1733. break;
  1734. case MOVE_TACTICS:
  1735. case MOVE_STACK:
  1736. {
  1737. if (!(shere && shere->alive())) //we can walk on dead stacks
  1738. {
  1739. if (canStackMoveHere (sactive, myNumber))
  1740. legalAction = true;
  1741. }
  1742. break;
  1743. }
  1744. case ATTACK:
  1745. case WALK_AND_ATTACK:
  1746. case ATTACK_AND_RETURN:
  1747. {
  1748. if (curInt->cb->battleCanAttack(sactive, shere, myNumber))
  1749. {
  1750. if (isTileAttackable(myNumber)) // move isTileAttackable to be part of battleCanAttack?
  1751. {
  1752. setBattleCursor(myNumber); // temporary - needed for following function :(
  1753. BattleHex attackFromHex = fromWhichHexAttack(myNumber);
  1754. if (attackFromHex >= 0) //we can be in this line when unreachable creature is L - clicked (as of revision 1308)
  1755. legalAction = true;
  1756. }
  1757. }
  1758. }
  1759. break;
  1760. case SHOOT:
  1761. if(curInt->cb->battleCanShoot (activeStack, myNumber))
  1762. legalAction = true;
  1763. break;
  1764. case ANY_LOCATION:
  1765. if (myNumber > -1) //TODO: this should be checked for all actions
  1766. {
  1767. creatureCasting = stackCanCastSpell && !spellDestSelectMode; //as isCastingPossibleHere is not called
  1768. legalAction = true;
  1769. }
  1770. break;
  1771. case ANY_CREATURE:
  1772. if (shere && shere->alive() && isCastingPossibleHere (sactive, shere, myNumber))
  1773. legalAction = true;
  1774. break;
  1775. case HOSTILE_CREATURE_SPELL:
  1776. if (shere && shere->alive() && !ourStack && isCastingPossibleHere (sactive, shere, myNumber))
  1777. legalAction = true;
  1778. break;
  1779. case FRIENDLY_CREATURE_SPELL:
  1780. {
  1781. if (isCastingPossibleHere (sactive, shere, myNumber)) //need to be called before sp is determined
  1782. {
  1783. bool rise = false; //TODO: can you imagine rising hostile creatures?
  1784. sp = CGI->spellh->objects[creatureCasting ? creatureSpellToCast : spellToCast->additionalInfo];
  1785. if (sp && sp->isRisingSpell())
  1786. rise = true;
  1787. if (shere && (shere->alive() || rise) && ourStack)
  1788. legalAction = true;
  1789. }
  1790. break;
  1791. }
  1792. case RANDOM_GENIE_SPELL:
  1793. {
  1794. if (shere && ourStack && shere != sactive) //only positive spells for other allied creatures
  1795. {
  1796. int spellID = curInt->cb->battleGetRandomStackSpell(shere, CBattleInfoCallback::RANDOM_GENIE);
  1797. if (spellID > -1)
  1798. {
  1799. legalAction = true;
  1800. }
  1801. }
  1802. }
  1803. break;
  1804. case OBSTACLE:
  1805. if (isCastingPossibleHere (sactive, shere, myNumber))
  1806. legalAction = true;
  1807. break;
  1808. case TELEPORT:
  1809. {
  1810. ui8 skill = 0;
  1811. if (creatureCasting)
  1812. skill = sactive->getSpellSchoolLevel(SpellID(SpellID::TELEPORT).toSpell());
  1813. else
  1814. skill = getActiveHero()->getSpellSchoolLevel (CGI->spellh->objects[spellToCast->additionalInfo]);
  1815. //TODO: explicitely save power, skill
  1816. if (curInt->cb->battleCanTeleportTo(selectedStack, myNumber, skill))
  1817. legalAction = true;
  1818. else
  1819. notLegal = true;
  1820. }
  1821. break;
  1822. case SACRIFICE: //choose our living stack to sacrifice
  1823. if (shere && shere != selectedStack && ourStack && shere->alive())
  1824. legalAction = true;
  1825. else
  1826. notLegal = true;
  1827. break;
  1828. case FREE_LOCATION:
  1829. {
  1830. ui8 side = curInt->cb->battleGetMySide();
  1831. auto hero = curInt->cb->battleGetMyHero();
  1832. assert(!creatureCasting); //we assume hero casts this spell
  1833. assert(hero);
  1834. legalAction = true;
  1835. bool hexesOutsideBattlefield = false;
  1836. auto tilesThatMustBeClear = sp->rangeInHexes(myNumber, hero->getSpellSchoolLevel(sp), side, &hexesOutsideBattlefield);
  1837. for(BattleHex hex : tilesThatMustBeClear)
  1838. {
  1839. if(curInt->cb->battleGetStackByPos(hex, true) || !!curInt->cb->battleGetObstacleOnPos(hex, false)
  1840. || !hex.isAvailable())
  1841. {
  1842. legalAction = false;
  1843. notLegal = true;
  1844. }
  1845. }
  1846. if(hexesOutsideBattlefield)
  1847. {
  1848. legalAction = false;
  1849. notLegal = true;
  1850. }
  1851. }
  1852. break;
  1853. case CATAPULT:
  1854. if (isCatapultAttackable(myNumber))
  1855. legalAction = true;
  1856. break;
  1857. case HEAL:
  1858. if (shere && ourStack && shere->canBeHealed())
  1859. legalAction = true;
  1860. break;
  1861. case RISE_DEMONS:
  1862. if (shere && ourStack && !shere->alive())
  1863. legalAction = true;
  1864. break;
  1865. }
  1866. if (legalAction)
  1867. localActions.push_back (action);
  1868. else if (notLegal)
  1869. illegalActions.push_back (action);
  1870. }
  1871. illegalAction = INVALID; //clear it in first place
  1872. if (vstd::contains(localActions, selectedAction)) //try to use last selected action by default
  1873. currentAction = selectedAction;
  1874. else if (localActions.size()) //if not possible, select first available action (they are sorted by suggested priority)
  1875. currentAction = localActions.front();
  1876. else //no legal action possible
  1877. {
  1878. currentAction = INVALID; //don't allow to do anything
  1879. if (vstd::contains(illegalActions, selectedAction))
  1880. illegalAction = selectedAction;
  1881. else if (illegalActions.size())
  1882. illegalAction = illegalActions.front();
  1883. else if (shere && ourStack && shere->alive()) //last possibility - display info about our creature
  1884. {
  1885. currentAction = CREATURE_INFO;
  1886. }
  1887. else
  1888. illegalAction = INVALID; //we should never be here
  1889. }
  1890. bool isCastingPossible = false;
  1891. bool secondaryTarget = false;
  1892. if (currentAction > INVALID)
  1893. {
  1894. switch (currentAction) //display console message, realize selected action
  1895. {
  1896. case CHOOSE_TACTICS_STACK:
  1897. consoleMsg = (boost::format(CGI->generaltexth->allTexts[481]) % shere->getName()).str(); //Select %s
  1898. realizeAction = [=]{ stackActivated(shere); };
  1899. break;
  1900. case MOVE_TACTICS:
  1901. case MOVE_STACK:
  1902. if (activeStack->hasBonusOfType(Bonus::FLYING))
  1903. {
  1904. cursorFrame = ECursor::COMBAT_FLY;
  1905. consoleMsg = (boost::format(CGI->generaltexth->allTexts[295]) % activeStack->getName()).str(); //Fly %s here
  1906. }
  1907. else
  1908. {
  1909. cursorFrame = ECursor::COMBAT_MOVE;
  1910. consoleMsg = (boost::format(CGI->generaltexth->allTexts[294]) % activeStack->getName()).str(); //Move %s here
  1911. }
  1912. realizeAction = [=]
  1913. {
  1914. if (activeStack->doubleWide())
  1915. {
  1916. std::vector<BattleHex> acc = curInt->cb->battleGetAvailableHexes(activeStack, false);
  1917. int shiftedDest = myNumber + (activeStack->attackerOwned ? 1 : -1);
  1918. if(vstd::contains(acc, myNumber))
  1919. giveCommand (Battle::WALK ,myNumber, activeStack->ID);
  1920. else if(vstd::contains(acc, shiftedDest))
  1921. giveCommand (Battle::WALK, shiftedDest, activeStack->ID);
  1922. }
  1923. else
  1924. {
  1925. giveCommand (Battle::WALK, myNumber, activeStack->ID);
  1926. }
  1927. };
  1928. break;
  1929. case ATTACK:
  1930. case WALK_AND_ATTACK:
  1931. case ATTACK_AND_RETURN: //TODO: allow to disable return
  1932. {
  1933. setBattleCursor(myNumber); //handle direction of cursor and attackable tile
  1934. setCursor = false; //don't overwrite settings from the call above //TODO: what does it mean?
  1935. realizeAction = [=]
  1936. {
  1937. BattleHex attackFromHex = fromWhichHexAttack(myNumber);
  1938. if (attackFromHex >= 0) //we can be in this line when unreachable creature is L - clicked (as of revision 1308)
  1939. {
  1940. giveCommand(Battle::WALK_AND_ATTACK, attackFromHex, activeStack->ID, myNumber);
  1941. }
  1942. };
  1943. std::string estDmgText = formatDmgRange(curInt->cb->battleEstimateDamage(sactive, shere)); //calculating estimated dmg
  1944. consoleMsg = (boost::format(CGI->generaltexth->allTexts[36]) % shere->getName() % estDmgText).str(); //Attack %s (%s damage)
  1945. }
  1946. break;
  1947. case SHOOT:
  1948. {
  1949. if(curInt->cb->battleHasShootingPenalty(activeStack, myNumber))
  1950. cursorFrame = ECursor::COMBAT_SHOOT_PENALTY;
  1951. else
  1952. cursorFrame = ECursor::COMBAT_SHOOT;
  1953. realizeAction = [=] {giveCommand(Battle::SHOOT, myNumber, activeStack->ID);};
  1954. std::string estDmgText = formatDmgRange(curInt->cb->battleEstimateDamage(sactive, shere)); //calculating estimated dmg
  1955. //printing - Shoot %s (%d shots left, %s damage)
  1956. consoleMsg = (boost::format(CGI->generaltexth->allTexts[296]) % shere->getName() % sactive->shots % estDmgText).str();
  1957. }
  1958. break;
  1959. case HOSTILE_CREATURE_SPELL:
  1960. case FRIENDLY_CREATURE_SPELL:
  1961. case ANY_CREATURE:
  1962. sp = CGI->spellh->objects[creatureCasting ? creatureSpellToCast : spellToCast->additionalInfo]; //necessary if creature has random Genie spell at same time
  1963. consoleMsg = boost::str(boost::format(CGI->generaltexth->allTexts[27]) % sp->name % shere->getName()); //Cast %s on %s
  1964. switch (sp->id)
  1965. {
  1966. case SpellID::SACRIFICE:
  1967. case SpellID::TELEPORT:
  1968. selectedStack = shere; //remember first target
  1969. secondaryTarget = true;
  1970. break;
  1971. }
  1972. isCastingPossible = true;
  1973. break;
  1974. case ANY_LOCATION:
  1975. sp = CGI->spellh->objects[creatureCasting ? creatureSpellToCast : spellToCast->additionalInfo]; //necessary if creature has random Genie spell at same time
  1976. consoleMsg = boost::str(boost::format(CGI->generaltexth->allTexts[26]) % sp->name); //Cast %s
  1977. isCastingPossible = true;
  1978. break;
  1979. case RANDOM_GENIE_SPELL: //we assume that teleport / sacrifice will never be available as random spell
  1980. sp = nullptr;
  1981. consoleMsg = boost::str(boost::format(CGI->generaltexth->allTexts[301]) % shere->getName()); //Cast a spell on %
  1982. creatureCasting = true;
  1983. isCastingPossible = true;
  1984. break;
  1985. case TELEPORT:
  1986. consoleMsg = CGI->generaltexth->allTexts[25]; //Teleport Here
  1987. cursorFrame = ECursor::COMBAT_TELEPORT;
  1988. isCastingPossible = true;
  1989. break;
  1990. case OBSTACLE:
  1991. consoleMsg = CGI->generaltexth->allTexts[550];
  1992. //TODO: remove obstacle cursor
  1993. isCastingPossible = true;
  1994. break;
  1995. case SACRIFICE:
  1996. consoleMsg = (boost::format(CGI->generaltexth->allTexts[549]) % shere->getName()).str(); //sacrifice the %s
  1997. cursorFrame = ECursor::COMBAT_SACRIFICE;
  1998. spellToCast->selectedStack = shere->ID; //sacrificed creature is selected
  1999. isCastingPossible = true;
  2000. break;
  2001. case FREE_LOCATION:
  2002. //cursorFrame = ECursor::SPELLBOOK;
  2003. consoleMsg = boost::str(boost::format(CGI->generaltexth->allTexts[26]) % sp->name); //Cast %s
  2004. isCastingPossible = true;
  2005. break;
  2006. case HEAL:
  2007. cursorFrame = ECursor::COMBAT_HEAL;
  2008. consoleMsg = (boost::format(CGI->generaltexth->allTexts[419]) % shere->getName()).str(); //Apply first aid to the %s
  2009. realizeAction = [=]{ giveCommand(Battle::STACK_HEAL, myNumber, activeStack->ID); }; //command healing
  2010. break;
  2011. case RISE_DEMONS:
  2012. cursorType = ECursor::SPELLBOOK;
  2013. realizeAction = [=]{ giveCommand(Battle::DAEMON_SUMMONING, myNumber, activeStack->ID); };
  2014. break;
  2015. case CATAPULT:
  2016. cursorFrame = ECursor::COMBAT_SHOOT_CATAPULT;
  2017. realizeAction = [=]{ giveCommand(Battle::CATAPULT, myNumber, activeStack->ID); };
  2018. break;
  2019. case CREATURE_INFO:
  2020. {
  2021. cursorFrame = ECursor::COMBAT_QUERY;
  2022. consoleMsg = (boost::format(CGI->generaltexth->allTexts[297]) % shere->getName()).str();
  2023. realizeAction = [=]{ GH.pushInt(new CStackWindow(shere, false)); };
  2024. break;
  2025. }
  2026. }
  2027. }
  2028. else //no possible valid action, display message
  2029. {
  2030. switch (illegalAction)
  2031. {
  2032. case ANY_CREATURE:
  2033. case HOSTILE_CREATURE_SPELL:
  2034. case FRIENDLY_CREATURE_SPELL:
  2035. case RANDOM_GENIE_SPELL:
  2036. cursorFrame = ECursor::COMBAT_BLOCKED;
  2037. consoleMsg = CGI->generaltexth->allTexts[23];
  2038. break;
  2039. case TELEPORT:
  2040. cursorFrame = ECursor::COMBAT_BLOCKED;
  2041. consoleMsg = CGI->generaltexth->allTexts[24]; //Invalid Teleport Destination
  2042. break;
  2043. case SACRIFICE:
  2044. consoleMsg = CGI->generaltexth->allTexts[543]; //choose army to sacrifice
  2045. break;
  2046. case FREE_LOCATION:
  2047. cursorFrame = ECursor::COMBAT_BLOCKED;
  2048. consoleMsg = boost::str(boost::format(CGI->generaltexth->allTexts[181]) % sp->name); //No room to place %s here
  2049. break;
  2050. default:
  2051. if (myNumber == -1)
  2052. CCS->curh->changeGraphic(ECursor::COMBAT, ECursor::COMBAT_POINTER); //set neutral cursor over menu etc.
  2053. else
  2054. cursorFrame = ECursor::COMBAT_BLOCKED;
  2055. break;
  2056. }
  2057. }
  2058. if (isCastingPossible) //common part
  2059. {
  2060. switch (currentAction) //don't use that with teleport / sacrifice
  2061. {
  2062. case TELEPORT: //FIXME: more generic solution?
  2063. case SACRIFICE:
  2064. break;
  2065. default:
  2066. cursorType = ECursor::SPELLBOOK;
  2067. cursorFrame = 0;
  2068. if(consoleMsg.empty() && sp)
  2069. consoleMsg = boost::str(boost::format(CGI->generaltexth->allTexts[26]) % sp->name); //Cast %s
  2070. break;
  2071. }
  2072. realizeAction = [=]
  2073. {
  2074. if (secondaryTarget) //select that target now
  2075. {
  2076. possibleActions.clear();
  2077. switch (sp->id.toEnum())
  2078. {
  2079. case SpellID::TELEPORT: //don't cast spell yet, only select target
  2080. possibleActions.push_back (TELEPORT);
  2081. spellToCast->selectedStack = selectedStack->ID;
  2082. break;
  2083. case SpellID::SACRIFICE:
  2084. possibleActions.push_back (SACRIFICE);
  2085. break;
  2086. }
  2087. }
  2088. else
  2089. {
  2090. if(creatureCasting)
  2091. {
  2092. if (sp)
  2093. {
  2094. giveCommand(Battle::MONSTER_SPELL, myNumber, sactive->ID, creatureSpellToCast);
  2095. }
  2096. else //unknown random spell
  2097. {
  2098. giveCommand(Battle::MONSTER_SPELL, myNumber, sactive->ID, curInt->cb->battleGetRandomStackSpell(shere, CBattleInfoCallback::RANDOM_GENIE));
  2099. }
  2100. }
  2101. else
  2102. {
  2103. assert (sp);
  2104. switch (sp->id.toEnum())
  2105. {
  2106. case SpellID::SACRIFICE:
  2107. spellToCast->destinationTile = selectedStack->position; //cast on first creature that will be resurrected
  2108. break;
  2109. default:
  2110. spellToCast->destinationTile = myNumber;
  2111. break;
  2112. }
  2113. curInt->cb->battleMakeAction(spellToCast);
  2114. endCastingSpell();
  2115. }
  2116. selectedStack = nullptr;
  2117. }
  2118. };
  2119. }
  2120. //helper lambda that appropriately realizes action / sets cursor and tooltip
  2121. auto realizeThingsToDo = [&]()
  2122. {
  2123. if(eventType == MOVE)
  2124. {
  2125. if(setCursor)
  2126. CCS->curh->changeGraphic(cursorType, cursorFrame);
  2127. this->console->alterText(consoleMsg);
  2128. this->console->whoSetAlter = 0;
  2129. }
  2130. if(eventType == LCLICK && realizeAction)
  2131. {
  2132. //opening creature window shouldn't affect myTurn...
  2133. if ((currentAction != CREATURE_INFO) && !secondaryTarget)
  2134. {
  2135. myTurn = false; //tends to crash with empty calls
  2136. }
  2137. realizeAction();
  2138. if (!secondaryTarget) //do not replace teleport or sacrifice cursor
  2139. CCS->curh->changeGraphic(ECursor::COMBAT, ECursor::COMBAT_POINTER);
  2140. this->console->alterText("");
  2141. }
  2142. };
  2143. realizeThingsToDo();
  2144. }
  2145. bool CBattleInterface::isCastingPossibleHere (const CStack * sactive, const CStack * shere, BattleHex myNumber)
  2146. {
  2147. creatureCasting = stackCanCastSpell && !spellDestSelectMode; //TODO: allow creatures to cast aimed spells
  2148. bool isCastingPossible = true;
  2149. int spellID = -1;
  2150. if (creatureCasting)
  2151. {
  2152. if (creatureSpellToCast > -1 && (shere != sactive)) //can't cast on itself
  2153. spellID = creatureSpellToCast; //TODO: merge with SpellTocast?
  2154. }
  2155. else //hero casting
  2156. spellID = spellToCast->additionalInfo;
  2157. sp = nullptr;
  2158. if (spellID >= 0)
  2159. sp = CGI->spellh->objects[spellID];
  2160. if (sp)
  2161. {
  2162. if (creatureCasting)
  2163. isCastingPossible = (curInt->cb->battleCanCreatureCastThisSpell (sp, myNumber) == ESpellCastProblem::OK);
  2164. else
  2165. isCastingPossible = (curInt->cb->battleCanCastThisSpell (sp, myNumber) == ESpellCastProblem::OK);
  2166. }
  2167. if(!myNumber.isAvailable() && !shere) //empty tile outside battlefield (or in the unavailable border column)
  2168. isCastingPossible = false;
  2169. return isCastingPossible;
  2170. }
  2171. BattleHex CBattleInterface::fromWhichHexAttack(BattleHex myNumber)
  2172. {
  2173. //TODO far too much repeating code
  2174. BattleHex destHex = -1;
  2175. switch(CCS->curh->frame)
  2176. {
  2177. case 12: //from bottom right
  2178. {
  2179. bool doubleWide = activeStack->doubleWide();
  2180. destHex = myNumber + ( (myNumber/GameConstants::BFIELD_WIDTH)%2 ? GameConstants::BFIELD_WIDTH : GameConstants::BFIELD_WIDTH+1 ) +
  2181. (activeStack->attackerOwned && doubleWide ? 1 : 0);
  2182. if(vstd::contains(occupyableHexes, destHex))
  2183. return destHex;
  2184. else if(activeStack->attackerOwned) //if we are attacker
  2185. {
  2186. if(vstd::contains(occupyableHexes, destHex+1))
  2187. return destHex+1;
  2188. }
  2189. else //if we are defender
  2190. {
  2191. if(vstd::contains(occupyableHexes, destHex-1))
  2192. return destHex-1;
  2193. }
  2194. break;
  2195. }
  2196. case 7: //from bottom left
  2197. {
  2198. destHex = myNumber + ( (myNumber/GameConstants::BFIELD_WIDTH)%2 ? GameConstants::BFIELD_WIDTH-1 : GameConstants::BFIELD_WIDTH );
  2199. if(vstd::contains(occupyableHexes, destHex))
  2200. return destHex;
  2201. else if(activeStack->attackerOwned) //if we are attacker
  2202. {
  2203. if(vstd::contains(occupyableHexes, destHex+1))
  2204. return destHex+1;
  2205. }
  2206. else //if we are defender
  2207. {
  2208. if(vstd::contains(occupyableHexes, destHex-1))
  2209. return destHex-1;
  2210. }
  2211. break;
  2212. }
  2213. case 8: //from left
  2214. {
  2215. if(activeStack->doubleWide() && !activeStack->attackerOwned)
  2216. {
  2217. std::vector<BattleHex> acc = curInt->cb->battleGetAvailableHexes(activeStack, false);
  2218. if(vstd::contains(acc, myNumber))
  2219. return myNumber - 1;
  2220. else
  2221. return myNumber - 2;
  2222. }
  2223. else
  2224. {
  2225. return myNumber - 1;
  2226. }
  2227. break;
  2228. }
  2229. case 9: //from top left
  2230. {
  2231. destHex = myNumber - ( (myNumber/GameConstants::BFIELD_WIDTH)%2 ? GameConstants::BFIELD_WIDTH+1 : GameConstants::BFIELD_WIDTH );
  2232. if(vstd::contains(occupyableHexes, destHex))
  2233. return destHex;
  2234. else if(activeStack->attackerOwned) //if we are attacker
  2235. {
  2236. if(vstd::contains(occupyableHexes, destHex+1))
  2237. return destHex+1;
  2238. }
  2239. else //if we are defender
  2240. {
  2241. if(vstd::contains(occupyableHexes, destHex-1))
  2242. return destHex-1;
  2243. }
  2244. break;
  2245. }
  2246. case 10: //from top right
  2247. {
  2248. bool doubleWide = activeStack->doubleWide();
  2249. destHex = myNumber - ( (myNumber/GameConstants::BFIELD_WIDTH)%2 ? GameConstants::BFIELD_WIDTH : GameConstants::BFIELD_WIDTH-1 ) +
  2250. (activeStack->attackerOwned && doubleWide ? 1 : 0);
  2251. if(vstd::contains(occupyableHexes, destHex))
  2252. return destHex;
  2253. else if(activeStack->attackerOwned) //if we are attacker
  2254. {
  2255. if(vstd::contains(occupyableHexes, destHex+1))
  2256. return destHex+1;
  2257. }
  2258. else //if we are defender
  2259. {
  2260. if(vstd::contains(occupyableHexes, destHex-1))
  2261. return destHex-1;
  2262. }
  2263. break;
  2264. }
  2265. case 11: //from right
  2266. {
  2267. if(activeStack->doubleWide() && activeStack->attackerOwned)
  2268. {
  2269. std::vector<BattleHex> acc = curInt->cb->battleGetAvailableHexes(activeStack, false);
  2270. if(vstd::contains(acc, myNumber))
  2271. return myNumber + 1;
  2272. else
  2273. return myNumber + 2;
  2274. }
  2275. else
  2276. {
  2277. return myNumber + 1;
  2278. }
  2279. break;
  2280. }
  2281. case 13: //from bottom
  2282. {
  2283. destHex = myNumber + ( (myNumber/GameConstants::BFIELD_WIDTH)%2 ? GameConstants::BFIELD_WIDTH : GameConstants::BFIELD_WIDTH+1 );
  2284. if(vstd::contains(occupyableHexes, destHex))
  2285. return destHex;
  2286. else if(attackingHeroInstance->tempOwner == curInt->cb->getMyColor()) //if we are attacker
  2287. {
  2288. if(vstd::contains(occupyableHexes, destHex+1))
  2289. return destHex+1;
  2290. }
  2291. else //if we are defender
  2292. {
  2293. if(vstd::contains(occupyableHexes, destHex-1))
  2294. return destHex-1;
  2295. }
  2296. break;
  2297. }
  2298. case 14: //from top
  2299. {
  2300. destHex = myNumber - ( (myNumber/GameConstants::BFIELD_WIDTH)%2 ? GameConstants::BFIELD_WIDTH : GameConstants::BFIELD_WIDTH-1 );
  2301. if(vstd::contains(occupyableHexes, destHex))
  2302. return destHex;
  2303. else if(attackingHeroInstance->tempOwner == curInt->cb->getMyColor()) //if we are attacker
  2304. {
  2305. if(vstd::contains(occupyableHexes, destHex+1))
  2306. return destHex+1;
  2307. }
  2308. else //if we are defender
  2309. {
  2310. if(vstd::contains(occupyableHexes, destHex-1))
  2311. return destHex-1;
  2312. }
  2313. break;
  2314. }
  2315. }
  2316. return -1;
  2317. }
  2318. Rect CBattleInterface::hexPosition(BattleHex hex) const
  2319. {
  2320. int x = 14 + ((hex.getY())%2==0 ? 22 : 0) + 44*hex.getX() + pos.x;
  2321. int y = 86 + 42 * hex.getY() + pos.y;
  2322. int w = cellShade->w;
  2323. int h = cellShade->h;
  2324. return Rect(x, y, w, h);
  2325. }
  2326. void CBattleInterface::obstaclePlaced(const CObstacleInstance & oi)
  2327. {
  2328. //so when multiple obstacles are added, they show up one after another
  2329. waitForAnims();
  2330. int effectID = -1;
  2331. soundBase::soundID sound = soundBase::invalid;//FIXME: variable set but unused. Missing soundh->playSound()?
  2332. std::string defname;
  2333. switch(oi.obstacleType)
  2334. {
  2335. case CObstacleInstance::QUICKSAND:
  2336. effectID = 55;
  2337. sound = soundBase::QUIKSAND;
  2338. break;
  2339. case CObstacleInstance::LAND_MINE:
  2340. effectID = 47;
  2341. sound = soundBase::LANDMINE;
  2342. break;
  2343. case CObstacleInstance::FORCE_FIELD:
  2344. {
  2345. auto &spellObstacle = dynamic_cast<const SpellCreatedObstacle&>(oi);
  2346. if(spellObstacle.casterSide)
  2347. {
  2348. if(oi.getAffectedTiles().size() < 3)
  2349. defname = "C15SPE0.DEF"; //TODO cannot find def for 2-hex force field \ appearing
  2350. else
  2351. defname = "C15SPE6.DEF";
  2352. }
  2353. else
  2354. {
  2355. if(oi.getAffectedTiles().size() < 3)
  2356. defname = "C15SPE0.DEF";
  2357. else
  2358. defname = "C15SPE9.DEF";
  2359. }
  2360. }
  2361. sound = soundBase::FORCEFLD;
  2362. break;
  2363. case CObstacleInstance::FIRE_WALL:
  2364. if(oi.getAffectedTiles().size() < 3)
  2365. effectID = 43; //small fire wall appearing
  2366. else
  2367. effectID = 44; //and the big one
  2368. sound = soundBase::fireWall;
  2369. break;
  2370. default:
  2371. logGlobal->errorStream() << "I don't know how to animate appearing obstacle of type " << (int)oi.obstacleType;
  2372. return;
  2373. }
  2374. if(graphics->battleACToDef[effectID].empty())
  2375. {
  2376. logGlobal->errorStream() << "Cannot find def for effect type " << effectID;
  2377. return;
  2378. }
  2379. if(defname.empty() && effectID >= 0)
  2380. defname = graphics->battleACToDef[effectID].front();
  2381. assert(!defname.empty());
  2382. //we assume here that effect graphics have the same size as the usual obstacle image
  2383. // -> if we know how to blit obstacle, let's blit the effect in the same place
  2384. Point whereTo = getObstaclePosition(getObstacleImage(oi), oi);
  2385. addNewAnim(new CSpellEffectAnimation(this, defname, whereTo.x, whereTo.y));
  2386. //TODO we need to wait after playing sound till it's finished, otherwise it overlaps and sounds really bad
  2387. //CCS->soundh->playSound(sound);
  2388. }
  2389. const CGHeroInstance * CBattleInterface::currentHero() const
  2390. {
  2391. if(attackingHeroInstance->tempOwner == curInt->playerID)
  2392. return attackingHeroInstance;
  2393. else
  2394. return defendingHeroInstance;
  2395. }
  2396. InfoAboutHero CBattleInterface::enemyHero() const
  2397. {
  2398. InfoAboutHero ret;
  2399. if(attackingHeroInstance->tempOwner == curInt->playerID)
  2400. curInt->cb->getHeroInfo(defendingHeroInstance, ret);
  2401. else
  2402. curInt->cb->getHeroInfo(attackingHeroInstance, ret);
  2403. return ret;
  2404. }
  2405. void CBattleInterface::requestAutofightingAIToTakeAction()
  2406. {
  2407. assert(curInt->isAutoFightOn);
  2408. boost::thread aiThread([&]
  2409. {
  2410. auto ba = new BattleAction(curInt->autofightingAI->activeStack(activeStack));
  2411. if(curInt->isAutoFightOn)
  2412. {
  2413. if(tacticsMode)
  2414. {
  2415. // Always end tactics mode. Player interface is blocked currently, so it's not possible that
  2416. // the AI can take any action except end tactics phase (AI actions won't be triggered)
  2417. //TODO implement the possibility that the AI will be triggered for further actions
  2418. //TODO any solution to merge tactics phase & normal phase in the way it is handled by the player and battle interface?
  2419. setActiveStack(nullptr);
  2420. blockUI(true);
  2421. tacticsMode = false;
  2422. }
  2423. else
  2424. {
  2425. givenCommand->setn(ba);
  2426. }
  2427. }
  2428. else
  2429. {
  2430. delete ba;
  2431. boost::unique_lock<boost::recursive_mutex> un(*LOCPLINT->pim);
  2432. activateStack();
  2433. }
  2434. });
  2435. aiThread.detach();
  2436. }
  2437. CBattleInterface::SiegeHelper::SiegeHelper(const CGTownInstance *siegeTown, const CBattleInterface * _owner)
  2438. : owner(_owner), town(siegeTown)
  2439. {
  2440. for(int g = 0; g < ARRAY_COUNT(walls); ++g)
  2441. {
  2442. walls[g] = BitmapHandler::loadBitmap( getSiegeName(g) );
  2443. }
  2444. }
  2445. CBattleInterface::SiegeHelper::~SiegeHelper()
  2446. {
  2447. for(auto & elem : walls)
  2448. {
  2449. SDL_FreeSurface(elem);
  2450. }
  2451. }
  2452. std::string CBattleInterface::SiegeHelper::getSiegeName(ui16 what) const
  2453. {
  2454. return getSiegeName(what, EWallState::INTACT);
  2455. }
  2456. std::string CBattleInterface::SiegeHelper::getSiegeName(ui16 what, int state) const
  2457. {
  2458. auto getImageIndex = [&]() -> int
  2459. {
  2460. switch (state)
  2461. {
  2462. case EWallState::INTACT : return 1;
  2463. case EWallState::DAMAGED : return 2;
  2464. case EWallState::DESTROYED :
  2465. if(what == 2 || what == 3 || what == 8) // towers don't have separate image here
  2466. return 2;
  2467. else
  2468. return 3;
  2469. }
  2470. return 1;
  2471. };
  2472. const std::string & prefix = town->town->clientInfo.siegePrefix;
  2473. std::string addit = boost::lexical_cast<std::string>(getImageIndex());
  2474. switch(what)
  2475. {
  2476. case 0: //background
  2477. return prefix + "BACK.BMP";
  2478. case 1: //background wall
  2479. {
  2480. switch(town->town->faction->index)
  2481. {
  2482. case 5: case 4: case 1: case 6:
  2483. return prefix + "TPW1.BMP";
  2484. default:
  2485. return prefix + "TPWL.BMP";
  2486. }
  2487. }
  2488. case 2: //keep
  2489. return prefix + "MAN" + addit + ".BMP";
  2490. case 3: //bottom tower
  2491. return prefix + "TW1" + addit + ".BMP";
  2492. case 4: //bottom wall
  2493. return prefix + "WA1" + addit + ".BMP";
  2494. case 5: //below gate
  2495. return prefix + "WA3" + addit + ".BMP";
  2496. case 6: //over gate
  2497. return prefix + "WA4" + addit + ".BMP";
  2498. case 7: //upper wall
  2499. return prefix + "WA6" + addit + ".BMP";
  2500. case 8: //upper tower
  2501. return prefix + "TW2" + addit + ".BMP";
  2502. case 9: //gate
  2503. return prefix + "DRW" + addit + ".BMP";
  2504. case 10: //gate arch
  2505. return prefix + "ARCH.BMP";
  2506. case 11: //bottom static wall
  2507. return prefix + "WA2.BMP";
  2508. case 12: //upper static wall
  2509. return prefix + "WA5.BMP";
  2510. case 13: //moat
  2511. return prefix + "MOAT.BMP";
  2512. case 14: //mlip
  2513. return prefix + "MLIP.BMP";
  2514. case 15: //keep creature cover
  2515. return prefix + "MANC.BMP";
  2516. case 16: //bottom turret creature cover
  2517. return prefix + "TW1C.BMP";
  2518. case 17: //upper turret creature cover
  2519. return prefix + "TW2C.BMP";
  2520. default:
  2521. return "";
  2522. }
  2523. }
  2524. /// What: 1. background wall, 2. keep, 3. bottom tower, 4. bottom wall, 5. wall below gate,
  2525. /// 6. wall over gate, 7. upper wall, 8. upper tower, 9. gate, 10. gate arch, 11. bottom static wall, 12. upper static wall, 13. moat, 14. mlip,
  2526. /// 15. keep turret cover, 16. lower turret cover, 17. upper turret cover
  2527. void CBattleInterface::SiegeHelper::printPartOfWall(SDL_Surface * to, int what)
  2528. {
  2529. Point pos = Point(-1, -1);
  2530. auto & ci = owner->siegeH->town->town->clientInfo;
  2531. if (what >= 1 && what <= 17)
  2532. {
  2533. pos.x = ci.siegePositions[what].x + owner->pos.x;
  2534. pos.y = ci.siegePositions[what].y + owner->pos.y;
  2535. }
  2536. if (town->town->faction->index == ETownType::TOWER
  2537. && (what == 13 || what == 14))
  2538. return; // no moat in Tower. TODO: remove hardcode somehow?
  2539. if(pos.x != -1)
  2540. {
  2541. blitAt(walls[what], pos.x, pos.y, to);
  2542. }
  2543. }
  2544. CatapultProjectileInfo::CatapultProjectileInfo(Point from, Point dest)
  2545. {
  2546. facA = 0.005; // seems to be constant
  2547. // system of 2 linear equations, solutions of which are missing coefficients
  2548. // for quadratic equation a*x*x + b*x + c
  2549. double eq[2][3] = {
  2550. { static_cast<double>(from.x), 1.0, from.y - facA*from.x*from.x },
  2551. { static_cast<double>(dest.x), 1.0, dest.y - facA*dest.x*dest.x }
  2552. };
  2553. // solve system via determinants
  2554. double det = eq[0][0] * eq[1][1] - eq[1][0] * eq[0][1];
  2555. double detB = eq[0][2] * eq[1][1] - eq[1][2] * eq[0][1];
  2556. double detC = eq[0][0] * eq[1][2] - eq[1][0] * eq[0][2];
  2557. facB = detB / det;
  2558. facC = detC / det;
  2559. // make sure that parabola is correct e.g. passes through from and dest
  2560. assert(fabs(calculateY(from.x) - from.y) < 1.0);
  2561. assert(fabs(calculateY(dest.x) - dest.y) < 1.0);
  2562. }
  2563. double CatapultProjectileInfo::calculateY(double x)
  2564. {
  2565. return facA * pow(x, 2.0) + facB * x + facC;
  2566. }
  2567. void CBattleInterface::showAll(SDL_Surface * to)
  2568. {
  2569. show(to);
  2570. }
  2571. void CBattleInterface::show(SDL_Surface * to)
  2572. {
  2573. assert(to);
  2574. SDL_Rect buf;
  2575. SDL_GetClipRect(to, &buf);
  2576. SDL_SetClipRect(to, &pos);
  2577. ++animCount;
  2578. showBackground(to);
  2579. showBattlefieldObjects(to);
  2580. showProjectiles(to);
  2581. updateBattleAnimations();
  2582. SDL_SetClipRect(to, &buf); //restoring previous clip_rect
  2583. showInterface(to);
  2584. //activation of next stack
  2585. if(pendingAnims.empty() && stackToActivate != nullptr)
  2586. {
  2587. activateStack();
  2588. //we may have changed active interface (another side in hot-seat),
  2589. // so we can't continue drawing with old setting.
  2590. show(to);
  2591. }
  2592. }
  2593. void CBattleInterface::showBackground(SDL_Surface * to)
  2594. {
  2595. if(activeStack != nullptr && creAnims[activeStack->ID]->isIdle()) //show everything with range
  2596. {
  2597. // FIXME: any *real* reason to keep this separate? Speed difference can't be that big
  2598. blitAt(backgroundWithHexes, pos.x, pos.y, to);
  2599. }
  2600. else
  2601. {
  2602. showBackgroundImage(to);
  2603. showAbsoluteObstacles(to);
  2604. }
  2605. showHighlightedHexes(to);
  2606. }
  2607. void CBattleInterface::showBackgroundImage(SDL_Surface * to)
  2608. {
  2609. blitAt(background, pos.x, pos.y, to);
  2610. if(settings["battle"]["cellBorders"].Bool())
  2611. {
  2612. CSDL_Ext::blit8bppAlphaTo24bpp(cellBorders, nullptr, to, &pos);
  2613. }
  2614. }
  2615. void CBattleInterface::showAbsoluteObstacles(SDL_Surface * to)
  2616. {
  2617. //Blit absolute obstacles
  2618. for(auto &oi : curInt->cb->battleGetAllObstacles())
  2619. if(oi->obstacleType == CObstacleInstance::ABSOLUTE_OBSTACLE)
  2620. blitAt(getObstacleImage(*oi), pos.x + oi->getInfo().width, pos.y + oi->getInfo().height, to);
  2621. if (siegeH && siegeH->town->hasBuilt(BuildingID::CITADEL))
  2622. siegeH->printPartOfWall(to, 14); // show moat background
  2623. }
  2624. void CBattleInterface::showHighlightedHexes(SDL_Surface * to)
  2625. {
  2626. for(int b=0; b<GameConstants::BFIELD_SIZE; ++b)
  2627. {
  2628. if(bfield[b]->strictHovered && bfield[b]->hovered)
  2629. {
  2630. if(previouslyHoveredHex == -1)
  2631. previouslyHoveredHex = b; //something to start with
  2632. if(currentlyHoveredHex == -1)
  2633. currentlyHoveredHex = b; //something to start with
  2634. if(currentlyHoveredHex != b) //repair hover info
  2635. {
  2636. previouslyHoveredHex = currentlyHoveredHex;
  2637. currentlyHoveredHex = b;
  2638. }
  2639. if (settings["battle"]["mouseShadow"].Bool())
  2640. {
  2641. if(spellToCast) //when casting spell
  2642. {
  2643. //calculating spell school level
  2644. const CSpell & spToCast = *CGI->spellh->objects[spellToCast->additionalInfo];
  2645. ui8 schoolLevel = 0;
  2646. auto caster = activeStack->attackerOwned ? attackingHeroInstance : defendingHeroInstance;
  2647. if (caster)
  2648. schoolLevel = caster->getSpellSchoolLevel(&spToCast);
  2649. // printing shaded hex(es)
  2650. auto shaded = spToCast.rangeInHexes(currentlyHoveredHex, schoolLevel, curInt->cb->battleGetMySide());
  2651. for(BattleHex shadedHex : shaded)
  2652. {
  2653. if ((shadedHex.getX() != 0) && (shadedHex.getX() != GameConstants::BFIELD_WIDTH -1))
  2654. showHighlightedHex(to, shadedHex);
  2655. }
  2656. }
  2657. else if (active)//always highlight pointed hex
  2658. {
  2659. if (currentlyHoveredHex.getX() != 0
  2660. && currentlyHoveredHex.getX() != GameConstants::BFIELD_WIDTH - 1)
  2661. showHighlightedHex(to, currentlyHoveredHex);
  2662. }
  2663. }
  2664. }
  2665. }
  2666. if(activeStack && settings["battle"]["stackRange"].Bool())
  2667. {
  2668. std::set<BattleHex> set = curInt->cb->battleGetAttackedHexes(activeStack, currentlyHoveredHex, attackingHex);
  2669. for(BattleHex hex : set)
  2670. showHighlightedHex(to, hex);
  2671. // display the movement shadow of the stack at b (i.e. stack under mouse)
  2672. const CStack * const shere = curInt->cb->battleGetStackByPos(currentlyHoveredHex, false);
  2673. if (shere && shere != activeStack && shere->alive())
  2674. {
  2675. std::vector<BattleHex> v = curInt->cb->battleGetAvailableHexes(shere, true );
  2676. for (BattleHex hex : v)
  2677. showHighlightedHex(to, hex);
  2678. }
  2679. }
  2680. }
  2681. void CBattleInterface::showHighlightedHex(SDL_Surface * to, BattleHex hex)
  2682. {
  2683. int x = 14 + (hex.getY() % 2 == 0 ? 22 : 0) + 44 * (hex.getX()) + pos.x;
  2684. int y = 86 + 42 * hex.getY() + pos.y;
  2685. SDL_Rect temp_rect = genRect (cellShade->h, cellShade->w, x, y);
  2686. CSDL_Ext::blit8bppAlphaTo24bpp (cellShade, nullptr, to, &temp_rect);
  2687. }
  2688. void CBattleInterface::showProjectiles(SDL_Surface * to)
  2689. {
  2690. assert(to);
  2691. std::list< std::list<ProjectileInfo>::iterator > toBeDeleted;
  2692. for(auto it = projectiles.begin(); it!=projectiles.end(); ++it)
  2693. {
  2694. // Check if projectile is already visible (shooter animation did the shot)
  2695. if (!it->shotDone)
  2696. {
  2697. // frame we're waiting for is reached OR animation has already finished
  2698. if (creAnims[it->stackID]->getCurrentFrame() >= it->animStartDelay ||
  2699. creAnims[it->stackID]->isShooting() == false)
  2700. {
  2701. //at this point projectile should become visible
  2702. creAnims[it->stackID]->pause(); // pause animation
  2703. it->shotDone = true;
  2704. }
  2705. else
  2706. continue; // wait...
  2707. }
  2708. SDL_Surface * image = idToProjectile[it->creID]->ourImages[it->frameNum].bitmap;
  2709. SDL_Rect dst;
  2710. dst.h = image->h;
  2711. dst.w = image->w;
  2712. dst.x = it->x - dst.w / 2;
  2713. dst.y = it->y - dst.h / 2;
  2714. if(it->reverse)
  2715. {
  2716. SDL_Surface * rev = CSDL_Ext::verticalFlip(image);
  2717. CSDL_Ext::blit8bppAlphaTo24bpp(rev, nullptr, to, &dst);
  2718. SDL_FreeSurface(rev);
  2719. }
  2720. else
  2721. {
  2722. CSDL_Ext::blit8bppAlphaTo24bpp(image, nullptr, to, &dst);
  2723. }
  2724. // Update projectile
  2725. ++it->step;
  2726. if(it->step == it->lastStep)
  2727. {
  2728. toBeDeleted.insert(toBeDeleted.end(), it);
  2729. }
  2730. else
  2731. {
  2732. if (it->catapultInfo)
  2733. {
  2734. // Parabolic shot of the trajectory, as follows: f(x) = ax^2 + bx + c
  2735. it->x += it->dx;
  2736. it->y = it->catapultInfo->calculateY(it->x);
  2737. ++(it->frameNum);
  2738. it->frameNum %= idToProjectile[it->creID]->ourImages.size();
  2739. }
  2740. else
  2741. {
  2742. // Normal projectile, just add the calculated "deltas" to the x and y positions.
  2743. it->x += it->dx;
  2744. it->y += it->dy;
  2745. }
  2746. }
  2747. }
  2748. for(auto & elem : toBeDeleted)
  2749. {
  2750. // resume animation
  2751. creAnims[elem->stackID]->play();
  2752. projectiles.erase(elem);
  2753. }
  2754. }
  2755. void CBattleInterface::showBattlefieldObjects(SDL_Surface * to)
  2756. {
  2757. auto showHexEntry = [&](BattleObjectsByHex::HexData & hex)
  2758. {
  2759. showPiecesOfWall(to, hex.walls);
  2760. showObstacles(to, hex.obstacles);
  2761. showAliveStacks(to, hex.alive);
  2762. showBattleEffects(to, hex.effects);
  2763. };
  2764. BattleObjectsByHex objects = sortObjectsByHex();
  2765. // dead stacks should be blit first
  2766. showStacks(to, objects.beforeAll.dead);
  2767. for( auto & data : objects.hex )
  2768. showStacks(to, data.dead);
  2769. showStacks(to, objects.afterAll.dead);
  2770. // display objects that must be blit before anything else (e.g. topmost walls)
  2771. showHexEntry(objects.beforeAll);
  2772. // show heroes after "beforeAll" - e.g. topmost wall in siege
  2773. if(attackingHero)
  2774. attackingHero->show(to);
  2775. if(defendingHero)
  2776. defendingHero->show(to);
  2777. // actual blit of most of objects, hex by hex
  2778. // NOTE: row-by-row blitting may be a better approach
  2779. for( auto & data : objects.hex )
  2780. showHexEntry(data);
  2781. // objects that must be blit *after* everything else - e.g. bottom tower or some spell effects
  2782. showHexEntry(objects.afterAll);
  2783. }
  2784. void CBattleInterface::showAliveStacks(SDL_Surface * to, std::vector<const CStack *> stacks)
  2785. {
  2786. auto isAmountBoxVisible = [&](const CStack * stack) -> bool
  2787. {
  2788. if (stack->hasBonusOfType(Bonus::SIEGE_WEAPON)) // siege weapons are always singular
  2789. return false;
  2790. if (curInt->curAction)
  2791. {
  2792. if (curInt->curAction->stackNumber == stack->ID) // stack is currently taking an action
  2793. return false;
  2794. if (curInt->curAction->actionType == Battle::WALK_AND_ATTACK && // stack is being targeted
  2795. stack->position == curInt->curAction->additionalInfo)
  2796. return false;
  2797. if (curInt->curAction->destinationTile == stack->position) // stack is moving
  2798. return false;
  2799. }
  2800. return true;
  2801. };
  2802. auto getEffectsPositivness = [&](const CStack * stack) -> int
  2803. {
  2804. int pos = 0;
  2805. for(auto & spellId : stack->activeSpells())
  2806. {
  2807. pos += CGI->spellh->objects[ spellId ]->positiveness;
  2808. }
  2809. return pos;
  2810. };
  2811. auto getAmountBoxBackground = [&](int positivness) -> SDL_Surface *
  2812. {
  2813. if (positivness > 0)
  2814. return amountPositive;
  2815. if (positivness < 0)
  2816. return amountNegative;
  2817. return amountEffNeutral;
  2818. };
  2819. showStacks(to, stacks); // Actual display of all stacks
  2820. for (auto & stack : stacks)
  2821. {
  2822. assert(stack);
  2823. //printing amount
  2824. if (isAmountBoxVisible(stack))
  2825. {
  2826. const BattleHex nextPos = stack->position + (stack->attackerOwned ? 1 : -1);
  2827. const bool edge = stack->position % GameConstants::BFIELD_WIDTH == (stack->attackerOwned ? GameConstants::BFIELD_WIDTH - 2 : 1);
  2828. const bool moveInside = !edge && !stackCountOutsideHexes[nextPos];
  2829. int xAdd = (stack->attackerOwned ? 220 : 202) +
  2830. (stack->doubleWide() ? 44 : 0) * (stack->attackerOwned ? +1 : -1) +
  2831. (moveInside ? amountNormal->w + 10 : 0) * (stack->attackerOwned ? -1 : +1);
  2832. int yAdd = 260 + ((stack->attackerOwned || moveInside) ? 0 : -15);
  2833. //blitting amount background box
  2834. SDL_Surface *amountBG = amountNormal;
  2835. if(!stack->getSpellBonuses()->empty())
  2836. amountBG = getAmountBoxBackground(getEffectsPositivness(stack));
  2837. SDL_Rect temp_rect = genRect(amountBG->h, amountBG->w, creAnims[stack->ID]->pos.x + xAdd, creAnims[stack->ID]->pos.y + yAdd);
  2838. SDL_BlitSurface(amountBG, nullptr, to, &temp_rect);
  2839. //blitting amount
  2840. Point textPos(creAnims[stack->ID]->pos.x + xAdd + amountNormal->w/2,
  2841. creAnims[stack->ID]->pos.y + yAdd + amountNormal->h/2);
  2842. graphics->fonts[FONT_TINY]->renderTextCenter(to, makeNumberShort(stack->count), Colors::WHITE, textPos);
  2843. }
  2844. }
  2845. }
  2846. void CBattleInterface::showStacks(SDL_Surface * to, std::vector<const CStack *> stacks)
  2847. {
  2848. for (const CStack * stack : stacks)
  2849. {
  2850. creAnims[stack->ID]->nextFrame(to, creDir[stack->ID]); // do actual blit
  2851. creAnims[stack->ID]->incrementFrame(float(GH.mainFPSmng->getElapsedMilliseconds()) / 1000);
  2852. }
  2853. }
  2854. void CBattleInterface::showObstacles(SDL_Surface *to, std::vector<shared_ptr<const CObstacleInstance> > &obstacles)
  2855. {
  2856. for (auto & obstacle : obstacles)
  2857. {
  2858. SDL_Surface *toBlit = getObstacleImage(*obstacle);
  2859. Point p = getObstaclePosition(toBlit, *obstacle);
  2860. blitAt(toBlit, p.x, p.y, to);
  2861. }
  2862. }
  2863. void CBattleInterface::showBattleEffects(SDL_Surface *to, const std::vector<const BattleEffect *> &battleEffects)
  2864. {
  2865. for(auto & elem : battleEffects)
  2866. {
  2867. int currentFrame = floor(elem->currentFrame);
  2868. currentFrame %= elem->anim->ourImages.size();
  2869. SDL_Surface * bitmapToBlit = elem->anim->ourImages[currentFrame].bitmap;
  2870. SDL_Rect temp_rect = genRect(bitmapToBlit->h, bitmapToBlit->w, elem->x, elem->y);
  2871. SDL_BlitSurface(bitmapToBlit, nullptr, to, &temp_rect);
  2872. }
  2873. }
  2874. void CBattleInterface::showInterface(SDL_Surface * to)
  2875. {
  2876. blitAt(menu, pos.x, 556 + pos.y, to);
  2877. if(tacticsMode)
  2878. {
  2879. btactNext->showAll(to);
  2880. btactEnd->showAll(to);
  2881. }
  2882. else
  2883. {
  2884. console->showAll(to);
  2885. bConsoleUp->showAll(to);
  2886. bConsoleDown->showAll(to);
  2887. }
  2888. //showing buttons
  2889. bOptions->showAll(to);
  2890. bSurrender->showAll(to);
  2891. bFlee->showAll(to);
  2892. bAutofight->showAll(to);
  2893. bSpell->showAll(to);
  2894. bWait->showAll(to);
  2895. bDefence->showAll(to);
  2896. //showing in-game console
  2897. LOCPLINT->cingconsole->show(to);
  2898. Rect posWithQueue = Rect(pos.x, pos.y, 800, 600);
  2899. if(settings["battle"]["showQueue"].Bool())
  2900. {
  2901. if(!queue->embedded)
  2902. {
  2903. posWithQueue.y -= queue->pos.h;
  2904. posWithQueue.h += queue->pos.h;
  2905. }
  2906. //showing queue
  2907. if(!bresult)
  2908. queue->showAll(to);
  2909. else
  2910. queue->blitBg(to);
  2911. }
  2912. //printing border around interface
  2913. if(screen->w != 800 || screen->h !=600)
  2914. {
  2915. CMessage::drawBorder(curInt->playerID,to,posWithQueue.w + 28, posWithQueue.h + 28, posWithQueue.x-14, posWithQueue.y-15);
  2916. }
  2917. }
  2918. BattleObjectsByHex CBattleInterface::sortObjectsByHex()
  2919. {
  2920. auto getCurrentPosition = [&](const CStack * stack) -> BattleHex
  2921. {
  2922. for (auto & anim : pendingAnims)
  2923. {
  2924. // certainly ugly workaround but fixes quite annoying bug
  2925. // stack position will be updated only *after* movement is finished
  2926. // before this - stack is always at its initial position. Thus we need to find
  2927. // its current position. Which can be found only in this class
  2928. if (CMovementAnimation * move = dynamic_cast<CMovementAnimation*>(anim.first))
  2929. {
  2930. if (move->stack == stack)
  2931. return move->nextHex;
  2932. }
  2933. }
  2934. return stack->position;
  2935. };
  2936. BattleObjectsByHex sorted;
  2937. // Sort creatures
  2938. for (auto & stack : curInt->cb->battleGetAllStacks())
  2939. {
  2940. if(creAnims.find(stack->ID) == creAnims.end()) //e.g. for summoned but not yet handled stacks
  2941. continue;
  2942. if (stack->position < 0) // turret shooters are handled separately
  2943. continue;
  2944. if(!creAnims[stack->ID]->isDead())
  2945. {
  2946. if (!creAnims[stack->ID]->isMoving())
  2947. sorted.hex[stack->position].alive.push_back(stack);
  2948. else
  2949. {
  2950. // flying creature - just blit them over everyone else
  2951. if (stack->hasBonusOfType(Bonus::FLYING))
  2952. sorted.afterAll.alive.push_back(stack);
  2953. else//try to find current location
  2954. sorted.hex[getCurrentPosition(stack)].alive.push_back(stack);
  2955. }
  2956. }
  2957. else
  2958. sorted.hex[stack->position].dead.push_back(stack);
  2959. }
  2960. // Sort battle effects (spells)
  2961. for (auto & battleEffect : battleEffects)
  2962. {
  2963. if(battleEffect.position.isValid())
  2964. sorted.hex[battleEffect.position].effects.push_back(&battleEffect);
  2965. else
  2966. sorted.afterAll.effects.push_back(&battleEffect);
  2967. }
  2968. // Sort obstacles
  2969. for(auto & obstacle : curInt->cb->battleGetAllObstacles())
  2970. {
  2971. if(obstacle->obstacleType != CObstacleInstance::ABSOLUTE_OBSTACLE
  2972. && obstacle->obstacleType != CObstacleInstance::MOAT)
  2973. {
  2974. sorted.hex[obstacle->pos].obstacles.push_back(obstacle);
  2975. }
  2976. }
  2977. // Sort wall parts
  2978. if (siegeH)
  2979. {
  2980. sorted.beforeAll.walls.push_back(1); // 1. background wall
  2981. sorted.hex[135].walls.push_back(2); // 2. keep
  2982. sorted.afterAll.walls.push_back(3); // 3. bottom tower
  2983. sorted.hex[182].walls.push_back(4); // 4. bottom wall
  2984. sorted.hex[130].walls.push_back(5); // 5. wall below gate,
  2985. sorted.hex[62].walls.push_back(6); // 6. wall over gate
  2986. sorted.hex[12].walls.push_back(7); // 7. upper wall
  2987. sorted.beforeAll.walls.push_back(8); // 8. upper tower
  2988. //sorted.hex[94].walls.push_back(9); // 9. gate // Not implemented it seems
  2989. sorted.hex[112].walls.push_back(10); // 10. gate arch
  2990. sorted.hex[165].walls.push_back(11); // 11. bottom static wall
  2991. sorted.hex[45].walls.push_back(12); // 12. upper static wall
  2992. if (siegeH && siegeH->town->hasBuilt(BuildingID::CITADEL))
  2993. {
  2994. sorted.beforeAll.walls.push_back(13); // 13. moat
  2995. //sorted.beforeAll.walls.push_back(14); // 14. mlip (moat background terrain), blit as absolute obstacle
  2996. sorted.hex[135].walls.push_back(15); // 15. keep turret cover
  2997. }
  2998. if (siegeH && siegeH->town->hasBuilt(BuildingID::CASTLE))
  2999. {
  3000. sorted.afterAll.walls.push_back(16); // 16. lower turret cover
  3001. sorted.beforeAll.walls.push_back(17); // 17. upper turret cover
  3002. }
  3003. }
  3004. return sorted;
  3005. }
  3006. void CBattleInterface::updateBattleAnimations()
  3007. {
  3008. //handle animations
  3009. for(auto & elem : pendingAnims)
  3010. {
  3011. if(!elem.first) //this animation should be deleted
  3012. continue;
  3013. if(!elem.second)
  3014. {
  3015. elem.second = elem.first->init();
  3016. }
  3017. if(elem.second && elem.first)
  3018. elem.first->nextFrame();
  3019. }
  3020. //delete anims
  3021. int preSize = pendingAnims.size();
  3022. for(auto it = pendingAnims.begin(); it != pendingAnims.end(); ++it)
  3023. {
  3024. if(it->first == nullptr)
  3025. {
  3026. pendingAnims.erase(it);
  3027. it = pendingAnims.begin();
  3028. break;
  3029. }
  3030. }
  3031. if(preSize > 0 && pendingAnims.empty())
  3032. {
  3033. //anims ended
  3034. blockUI(activeStack == nullptr);
  3035. animsAreDisplayed.setn(false);
  3036. }
  3037. }
  3038. SDL_Surface * CBattleInterface::getObstacleImage(const CObstacleInstance &oi)
  3039. {
  3040. int frameIndex = (animCount+1) * 25 / getAnimSpeed();
  3041. switch(oi.obstacleType)
  3042. {
  3043. case CObstacleInstance::USUAL:
  3044. return vstd::circularAt(idToObstacle.find(oi.ID)->second->ourImages, frameIndex).bitmap;
  3045. case CObstacleInstance::ABSOLUTE_OBSTACLE:
  3046. return idToAbsoluteObstacle.find(oi.ID)->second;
  3047. case CObstacleInstance::QUICKSAND:
  3048. return vstd::circularAt(quicksand->ourImages, frameIndex).bitmap;
  3049. case CObstacleInstance::LAND_MINE:
  3050. return vstd::circularAt(landMine->ourImages, frameIndex).bitmap;
  3051. case CObstacleInstance::FIRE_WALL:
  3052. return vstd::circularAt(fireWall->ourImages, frameIndex).bitmap;
  3053. case CObstacleInstance::FORCE_FIELD:
  3054. {
  3055. auto &forceField = dynamic_cast<const SpellCreatedObstacle &>(oi);
  3056. if(forceField.getAffectedTiles().size() > 2)
  3057. return vstd::circularAt(bigForceField[forceField.casterSide]->ourImages, frameIndex).bitmap;
  3058. else
  3059. return vstd::circularAt(smallForceField[forceField.casterSide]->ourImages, frameIndex).bitmap;
  3060. }
  3061. case CObstacleInstance::MOAT://moat is blitted by SiegeHelper, this shouldn't be called
  3062. default:
  3063. assert(0);
  3064. return nullptr;
  3065. }
  3066. }
  3067. Point CBattleInterface::getObstaclePosition(SDL_Surface *image, const CObstacleInstance &obstacle)
  3068. {
  3069. int offset = image->h % 42;
  3070. if(obstacle.obstacleType == CObstacleInstance::USUAL)
  3071. {
  3072. if(obstacle.getInfo().blockedTiles.front() < 0 || offset > 37) //second or part is for holy ground ID=62,65,63
  3073. offset -= 42;
  3074. }
  3075. else if(obstacle.obstacleType == CObstacleInstance::QUICKSAND)
  3076. {
  3077. offset -= 42;
  3078. }
  3079. Rect r = hexPosition(obstacle.pos);
  3080. r.y += 42 - image->h + offset;
  3081. return r.topLeft();
  3082. }
  3083. void CBattleInterface::redrawBackgroundWithHexes(const CStack * activeStack)
  3084. {
  3085. attackableHexes.clear();
  3086. if (activeStack)
  3087. occupyableHexes = curInt->cb->battleGetAvailableHexes(activeStack, true, &attackableHexes);
  3088. curInt->cb->battleGetStackCountOutsideHexes(stackCountOutsideHexes);
  3089. //preparating background graphic with hexes and shaded hexes
  3090. blitAt(background, 0, 0, backgroundWithHexes);
  3091. //draw absolute obstacles (cliffs and so on)
  3092. for(auto &oi : curInt->cb->battleGetAllObstacles())
  3093. {
  3094. if(oi->obstacleType == CObstacleInstance::ABSOLUTE_OBSTACLE/* || oi.obstacleType == CObstacleInstance::MOAT*/)
  3095. blitAt(getObstacleImage(*oi), oi->getInfo().width, oi->getInfo().height, backgroundWithHexes);
  3096. }
  3097. if(settings["battle"]["cellBorders"].Bool())
  3098. CSDL_Ext::blit8bppAlphaTo24bpp(cellBorders, nullptr, backgroundWithHexes, nullptr);
  3099. if(settings["battle"]["stackRange"].Bool())
  3100. {
  3101. std::vector<BattleHex> hexesToShade = occupyableHexes;
  3102. hexesToShade.insert(hexesToShade.end(), attackableHexes.begin(), attackableHexes.end());
  3103. for(BattleHex hex : hexesToShade)
  3104. {
  3105. int i = hex.getY(); //row
  3106. int j = hex.getX()-1; //column
  3107. int x = 58 + (i%2==0 ? 22 : 0) + 44*j;
  3108. int y = 86 + 42 * i;
  3109. SDL_Rect temp_rect = genRect(cellShade->h, cellShade->w, x, y);
  3110. CSDL_Ext::blit8bppAlphaTo24bpp(cellShade, nullptr, backgroundWithHexes, &temp_rect);
  3111. }
  3112. }
  3113. }
  3114. void CBattleInterface::showPiecesOfWall(SDL_Surface * to, std::vector<int> pieces)
  3115. {
  3116. if(!siegeH)
  3117. return;
  3118. for (auto piece : pieces)
  3119. {
  3120. if (piece < 15) // not a tower - just print
  3121. siegeH->printPartOfWall(to, piece);
  3122. else // tower. find if tower is built and not destroyed - stack is present
  3123. {
  3124. // PieceID StackID
  3125. // 15 = keep, -2
  3126. // 16 = lower, -3
  3127. // 17 = upper, -4
  3128. // tower. check if tower is alive - stack is found
  3129. int stackPos = 13 - piece;
  3130. const CStack *turret = nullptr;
  3131. for(auto & stack : curInt->cb->battleGetAllStacks(true))
  3132. {
  3133. if(stack->position == stackPos)
  3134. {
  3135. turret = stack;
  3136. break;
  3137. }
  3138. }
  3139. if (turret)
  3140. {
  3141. std::vector<const CStack *> stackList(1, turret);
  3142. showStacks(to, stackList);
  3143. siegeH->printPartOfWall(to, piece);
  3144. }
  3145. }
  3146. }
  3147. }