CBattleInterface.cpp 109 KB

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  1. #include "StdInc.h"
  2. #include "CBattleInterface.h"
  3. #include "CBattleAnimations.h"
  4. #include "CBattleInterfaceClasses.h"
  5. #include "CCreatureAnimation.h"
  6. #include "../CBitmapHandler.h"
  7. #include "../CDefHandler.h"
  8. #include "../CGameInfo.h"
  9. #include "../CMessage.h"
  10. #include "../CMT.h"
  11. #include "../CMusicHandler.h"
  12. #include "../CPlayerInterface.h"
  13. #include "../CVideoHandler.h"
  14. #include "../Graphics.h"
  15. #include "../gui/CCursorHandler.h"
  16. #include "../gui/CGuiHandler.h"
  17. #include "../gui/SDL_Extensions.h"
  18. #include "../windows/CAdvmapInterface.h"
  19. #include "../windows/CCreatureWindow.h"
  20. #include "../windows/CSpellWindow.h"
  21. #include "../../CCallback.h"
  22. #include "../../lib/BattleState.h"
  23. #include "../../lib/CConfigHandler.h"
  24. #include "../../lib/CGeneralTextHandler.h"
  25. #include "../../lib/CHeroHandler.h"
  26. #include "../../lib/CondSh.h"
  27. #include "../../lib/CRandomGenerator.h"
  28. #include "../../lib/spells/CSpellHandler.h"
  29. #include "../../lib/CTownHandler.h"
  30. #include "../../lib/CGameState.h"
  31. #include "../../lib/mapping/CMap.h"
  32. #include "../../lib/NetPacks.h"
  33. #include "../../lib/UnlockGuard.h"
  34. /*
  35. * CBattleInterface.cpp, part of VCMI engine
  36. *
  37. * Authors: listed in file AUTHORS in main folder
  38. *
  39. * License: GNU General Public License v2.0 or later
  40. * Full text of license available in license.txt file, in main folder
  41. *
  42. */
  43. CondSh<bool> CBattleInterface::animsAreDisplayed;
  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. if(activeStack != nullptr)
  874. {
  875. if(activeStack->ID == stackID)
  876. {
  877. BattleAction * action = new BattleAction();
  878. action->side = defendingHeroInstance ? (curInt->playerID == defendingHeroInstance->tempOwner) : false;
  879. action->actionType = Battle::CANCEL;
  880. action->stackNumber = activeStack->ID;
  881. givenCommand->setn(action);
  882. setActiveStack(nullptr);
  883. }
  884. }
  885. delete creAnims[stackID];
  886. creAnims.erase(stackID);
  887. creDir.erase(stackID);
  888. redrawBackgroundWithHexes(activeStack);
  889. queue->update();
  890. }
  891. void CBattleInterface::stackActivated(const CStack * stack) //TODO: check it all before game state is changed due to abilities
  892. {
  893. //givenCommand = nullptr;
  894. stackToActivate = stack;
  895. waitForAnims();
  896. //if(pendingAnims.size() == 0)
  897. if(stackToActivate) //during waiting stack may have gotten activated through show
  898. activateStack();
  899. }
  900. void CBattleInterface::stackMoved(const CStack * stack, std::vector<BattleHex> destHex, int distance)
  901. {
  902. addNewAnim(new CMovementAnimation(this, stack, destHex, distance));
  903. waitForAnims();
  904. }
  905. void CBattleInterface::stacksAreAttacked(std::vector<StackAttackedInfo> attackedInfos)
  906. {
  907. for (auto & attackedInfo : attackedInfos)
  908. {
  909. //if (!attackedInfo.cloneKilled) //FIXME: play dead animation for cloned creature before it vanishes
  910. addNewAnim(new CDefenceAnimation(attackedInfo, this));
  911. if (attackedInfo.rebirth)
  912. {
  913. displayEffect(50, attackedInfo.defender->position); //TODO: play reverse death animation
  914. CCS->soundh->playSound(soundBase::RESURECT);
  915. }
  916. }
  917. waitForAnims();
  918. int targets = 0, killed = 0, damage = 0;
  919. for(auto & attackedInfo : attackedInfos)
  920. {
  921. ++targets;
  922. killed += attackedInfo.amountKilled;
  923. damage += attackedInfo.dmg;
  924. }
  925. for(auto & attackedInfo : attackedInfos)
  926. {
  927. if (attackedInfo.rebirth)
  928. creAnims[attackedInfo.defender->ID]->setType(CCreatureAnim::HOLDING);
  929. if (attackedInfo.cloneKilled)
  930. stackRemoved(attackedInfo.defender->ID);
  931. }
  932. /* if (attackedInfos.front().cloneKilled) //FIXME: cloned stack is already removed
  933. return;*/
  934. if (targets > 1)
  935. printConsoleAttacked(attackedInfos.front().defender, damage, killed, attackedInfos.front().attacker, true); //creatures perish
  936. else
  937. printConsoleAttacked(attackedInfos.front().defender, damage, killed, attackedInfos.front().attacker, false);
  938. }
  939. void CBattleInterface::stackAttacking( const CStack * attacker, BattleHex dest, const CStack * attacked, bool shooting )
  940. {
  941. if (shooting)
  942. {
  943. addNewAnim(new CShootingAnimation(this, attacker, dest, attacked));
  944. }
  945. else
  946. {
  947. addNewAnim(new CMeleeAttackAnimation(this, attacker, dest, attacked));
  948. }
  949. //waitForAnims();
  950. }
  951. void CBattleInterface::newRoundFirst( int round )
  952. {
  953. waitForAnims();
  954. }
  955. void CBattleInterface::newRound(int number)
  956. {
  957. console->addText(CGI->generaltexth->allTexts[412]);
  958. }
  959. void CBattleInterface::giveCommand(Battle::ActionType action, BattleHex tile, ui32 stackID, si32 additional, si32 selected)
  960. {
  961. const CStack *stack = curInt->cb->battleGetStackByID(stackID);
  962. if(!stack && action != Battle::HERO_SPELL && action != Battle::RETREAT && action != Battle::SURRENDER)
  963. {
  964. return;
  965. }
  966. if(stack && stack != activeStack)
  967. logGlobal->warnStream() << "Warning: giving an order to a non-active stack?";
  968. auto ba = new BattleAction(); //is deleted in CPlayerInterface::activeStack()
  969. ba->side = defendingHeroInstance ? (curInt->playerID == defendingHeroInstance->tempOwner) : false;
  970. ba->actionType = action;
  971. ba->destinationTile = tile;
  972. ba->stackNumber = stackID;
  973. ba->additionalInfo = additional;
  974. ba->selectedStack = selected;
  975. //some basic validations
  976. switch(action)
  977. {
  978. case Battle::WALK_AND_ATTACK:
  979. assert(curInt->cb->battleGetStackByPos(additional)); //stack to attack must exist
  980. case Battle::WALK:
  981. case Battle::SHOOT:
  982. case Battle::CATAPULT:
  983. assert(tile < GameConstants::BFIELD_SIZE);
  984. break;
  985. }
  986. if(!tacticsMode)
  987. {
  988. logGlobal->traceStream() << "Setting command for " << (stack ? stack->nodeName() : "hero");
  989. myTurn = false;
  990. setActiveStack(nullptr);
  991. givenCommand->setn(ba);
  992. }
  993. else
  994. {
  995. curInt->cb->battleMakeTacticAction(ba);
  996. vstd::clear_pointer(ba);
  997. setActiveStack(nullptr);
  998. //next stack will be activated when action ends
  999. }
  1000. }
  1001. bool CBattleInterface::isTileAttackable(const BattleHex & number) const
  1002. {
  1003. for(auto & elem : occupyableHexes)
  1004. {
  1005. if(BattleHex::mutualPosition(elem, number) != -1 || elem == number)
  1006. return true;
  1007. }
  1008. return false;
  1009. }
  1010. bool CBattleInterface::isCatapultAttackable(BattleHex hex) const
  1011. {
  1012. if(!siegeH || tacticsMode) return false;
  1013. auto wallPart = curInt->cb->battleHexToWallPart(hex);
  1014. if(!curInt->cb->isWallPartPotentiallyAttackable(wallPart)) return false;
  1015. auto state = curInt->cb->battleGetWallState(static_cast<int>(wallPart));
  1016. return state != EWallState::DESTROYED && state != EWallState::NONE;
  1017. }
  1018. const CGHeroInstance * CBattleInterface::getActiveHero()
  1019. {
  1020. const CStack * attacker = activeStack;
  1021. if (!attacker)
  1022. {
  1023. return nullptr;
  1024. }
  1025. if (attacker->attackerOwned)
  1026. {
  1027. return attackingHeroInstance;
  1028. }
  1029. return defendingHeroInstance;
  1030. }
  1031. void CBattleInterface::hexLclicked(int whichOne)
  1032. {
  1033. handleHex(whichOne, LCLICK);
  1034. }
  1035. void CBattleInterface::stackIsCatapulting(const CatapultAttack & ca)
  1036. {
  1037. if(ca.attacker != -1)
  1038. {
  1039. const CStack * stack = curInt->cb->battleGetStackByID(ca.attacker);
  1040. for(auto attackInfo : ca.attackedParts)
  1041. {
  1042. addNewAnim(new CShootingAnimation(this, stack, attackInfo.destinationTile, nullptr, true, attackInfo.damageDealt));
  1043. }
  1044. }
  1045. else
  1046. {
  1047. //no attacker stack, assume spell-related (earthquake) - only hit animation
  1048. for(auto attackInfo : ca.attackedParts)
  1049. {
  1050. Point destPos = CClickableHex::getXYUnitAnim(attackInfo.destinationTile, nullptr, this) + Point(99, 120);
  1051. addNewAnim(new CSpellEffectAnimation(this, "SGEXPL.DEF", destPos.x, destPos.y));
  1052. }
  1053. }
  1054. waitForAnims();
  1055. for(auto attackInfo : ca.attackedParts)
  1056. {
  1057. SDL_FreeSurface(siegeH->walls[attackInfo.attackedPart + 2]);
  1058. siegeH->walls[attackInfo.attackedPart + 2] = BitmapHandler::loadBitmap(
  1059. siegeH->getSiegeName(attackInfo.attackedPart + 2, curInt->cb->battleGetWallState(attackInfo.attackedPart)));
  1060. }
  1061. }
  1062. void CBattleInterface::battleFinished(const BattleResult& br)
  1063. {
  1064. bresult = &br;
  1065. {
  1066. auto unlockPim = vstd::makeUnlockGuard(*LOCPLINT->pim);
  1067. animsAreDisplayed.waitUntil(false);
  1068. }
  1069. displayBattleFinished();
  1070. setActiveStack(nullptr);
  1071. }
  1072. void CBattleInterface::displayBattleFinished()
  1073. {
  1074. CCS->curh->changeGraphic(ECursor::ADVENTURE,0);
  1075. SDL_Rect temp_rect = genRect(561, 470, (screen->w - 800)/2 + 165, (screen->h - 600)/2 + 19);
  1076. resWindow = new CBattleResultWindow(*bresult, temp_rect, *this->curInt);
  1077. GH.pushInt(resWindow);
  1078. }
  1079. void CBattleInterface::spellCast( const BattleSpellCast * sc )
  1080. {
  1081. const SpellID spellID(sc->id);
  1082. const CSpell & spell = * spellID.toSpell();
  1083. const std::string & castSoundPath = spell.getCastSound();
  1084. if(!castSoundPath.empty())
  1085. CCS->soundh->playSound(castSoundPath);
  1086. Point srccoord = (sc->side ? Point(770, 60) : Point(30, 60)) + pos; //hero position by default
  1087. {
  1088. const auto casterStackID = sc->casterStack;
  1089. if(casterStackID > 0)
  1090. {
  1091. const CStack * casterStack = curInt->cb->battleGetStackByID(casterStackID);
  1092. if(casterStack != nullptr)
  1093. {
  1094. srccoord = CClickableHex::getXYUnitAnim(casterStack->position, casterStack, this);
  1095. srccoord.x += 250;
  1096. srccoord.y += 240;
  1097. }
  1098. }
  1099. }
  1100. //todo: play custom cast animation
  1101. displaySpellCast(spellID, BattleHex::INVALID, false);
  1102. //playing projectile animation
  1103. if(sc->tile.isValid())
  1104. {
  1105. Point destcoord = CClickableHex::getXYUnitAnim(sc->tile, curInt->cb->battleGetStackByPos(sc->tile), this); //position attacked by projectile
  1106. destcoord.x += 250; destcoord.y += 240;
  1107. //animation angle
  1108. double angle = atan2(static_cast<double>(destcoord.x - srccoord.x), static_cast<double>(destcoord.y - srccoord.y));
  1109. bool Vflip = (angle < 0);
  1110. if(Vflip)
  1111. angle = -angle;
  1112. std::string animToDisplay = spell.animationInfo.selectProjectile(angle);
  1113. if(!animToDisplay.empty())
  1114. {
  1115. //displaying animation
  1116. CDefEssential * animDef = CDefHandler::giveDefEss(animToDisplay);
  1117. double diffX = (destcoord.x - srccoord.x)*(destcoord.x - srccoord.x);
  1118. double diffY = (destcoord.y - srccoord.y)*(destcoord.y - srccoord.y);
  1119. double distance = sqrt(diffX + diffY);
  1120. int steps = distance / AnimationControls::getSpellEffectSpeed() + 1;
  1121. int dx = (destcoord.x - srccoord.x - animDef->ourImages[0].bitmap->w)/steps;
  1122. int dy = (destcoord.y - srccoord.y - animDef->ourImages[0].bitmap->h)/steps;
  1123. delete animDef;
  1124. addNewAnim(new CSpellEffectAnimation(this, animToDisplay, srccoord.x, srccoord.y, dx, dy, Vflip));
  1125. }
  1126. }
  1127. waitForAnims();
  1128. displaySpellHit(spellID, sc->tile);
  1129. //queuing affect animation
  1130. for(auto & elem : sc->affectedCres)
  1131. {
  1132. BattleHex position = curInt->cb->battleGetStackByID(elem, false)->position;
  1133. displaySpellEffect(spellID, position);
  1134. }
  1135. //queuing additional animation
  1136. for(auto & elem : sc->customEffects)
  1137. {
  1138. BattleHex position = curInt->cb->battleGetStackByID(elem.stack, false)->position;
  1139. displayEffect(elem.effect, position);
  1140. }
  1141. //displaying message in console
  1142. std::vector<std::string> logLines;
  1143. spell.prepareBattleLog(curInt->cb.get(), sc, logLines);
  1144. for(auto line : logLines)
  1145. console->addText(line);
  1146. waitForAnims();
  1147. //mana absorption
  1148. if(sc->manaGained > 0)
  1149. {
  1150. Point leftHero = Point(15, 30) + pos;
  1151. Point rightHero = Point(755, 30) + pos;
  1152. addNewAnim(new CSpellEffectAnimation(this, sc->side ? "SP07_A.DEF" : "SP07_B.DEF", leftHero.x, leftHero.y, 0, 0, false));
  1153. addNewAnim(new CSpellEffectAnimation(this, sc->side ? "SP07_B.DEF" : "SP07_A.DEF", rightHero.x, rightHero.y, 0, 0, false));
  1154. }
  1155. }
  1156. void CBattleInterface::battleStacksEffectsSet(const SetStackEffect & sse)
  1157. {
  1158. if (sse.effect.back().sid == -1 && sse.stacks.size() == 1 && sse.effect.size() == 2)
  1159. {
  1160. const Bonus & bns = sse.effect.front();
  1161. if (bns.source == Bonus::OTHER && bns.type == Bonus::PRIMARY_SKILL)
  1162. {
  1163. //defensive stance
  1164. const CStack * stack = LOCPLINT->cb->battleGetStackByID(*sse.stacks.begin());
  1165. int txtid = 120;
  1166. if(stack->count != 1)
  1167. txtid++; //move to plural text
  1168. BonusList defenseBonuses = *(stack->getBonuses(Selector::typeSubtype(Bonus::PRIMARY_SKILL, PrimarySkill::DEFENSE)));
  1169. defenseBonuses.remove_if(Bonus::UntilGetsTurn); //remove bonuses gained from defensive stance
  1170. int val = stack->Defense() - defenseBonuses.totalValue();
  1171. auto txt = boost::format (CGI->generaltexth->allTexts[txtid]) % ((stack->count != 1) ? stack->getCreature()->namePl : stack->getCreature()->nameSing) % val;
  1172. console->addText(boost::to_string(txt));
  1173. }
  1174. }
  1175. if (activeStack != nullptr) //it can be -1 when a creature casts effect
  1176. {
  1177. redrawBackgroundWithHexes(activeStack);
  1178. }
  1179. }
  1180. void CBattleInterface::castThisSpell(SpellID spellID)
  1181. {
  1182. auto ba = new BattleAction;
  1183. ba->actionType = Battle::HERO_SPELL;
  1184. ba->additionalInfo = spellID; //spell number
  1185. ba->destinationTile = -1;
  1186. ba->stackNumber = (attackingHeroInstance->tempOwner == curInt->playerID) ? -1 : -2;
  1187. ba->side = defendingHeroInstance ? (curInt->playerID == defendingHeroInstance->tempOwner) : false;
  1188. spellToCast = ba;
  1189. spellDestSelectMode = true;
  1190. creatureCasting = false;
  1191. //choosing possible tragets
  1192. const CGHeroInstance * castingHero = (attackingHeroInstance->tempOwner == curInt->playerID) ? attackingHeroInstance : defendingHeroInstance;
  1193. assert(castingHero); // code below assumes non-null hero
  1194. sp = spellID.toSpell();
  1195. spellSelMode = ANY_LOCATION;
  1196. const CSpell::TargetInfo ti(sp, castingHero->getSpellSchoolLevel(sp));
  1197. if(ti.massive || ti.type == CSpell::NO_TARGET)
  1198. spellSelMode = NO_LOCATION;
  1199. else if(ti.type == CSpell::LOCATION && ti.clearAffected)
  1200. {
  1201. spellSelMode = FREE_LOCATION;
  1202. }
  1203. else if(ti.type == CSpell::CREATURE)
  1204. {
  1205. if(ti.smart)
  1206. spellSelMode = selectionTypeByPositiveness(*sp);
  1207. else
  1208. spellSelMode = ANY_CREATURE;
  1209. }
  1210. else if(ti.type == CSpell::OBSTACLE)
  1211. {
  1212. spellSelMode = OBSTACLE;
  1213. }
  1214. if (spellSelMode == NO_LOCATION) //user does not have to select location
  1215. {
  1216. spellToCast->destinationTile = -1;
  1217. curInt->cb->battleMakeAction(spellToCast);
  1218. endCastingSpell();
  1219. }
  1220. else
  1221. {
  1222. possibleActions.clear();
  1223. possibleActions.push_back (spellSelMode); //only this one action can be performed at the moment
  1224. GH.fakeMouseMove();//update cursor
  1225. }
  1226. }
  1227. void CBattleInterface::displayEffect(ui32 effect, int destTile, bool areaEffect)
  1228. {
  1229. //todo: recheck areaEffect usage
  1230. addNewAnim(new CSpellEffectAnimation(this, effect, destTile, 0, 0, false));
  1231. }
  1232. void CBattleInterface::displaySpellAnimation(const CSpell::TAnimation & animation, BattleHex destinationTile, bool areaEffect)
  1233. {
  1234. if(animation.pause > 0)
  1235. {
  1236. addNewAnim(new CDummyAnimation(this, animation.pause));
  1237. }
  1238. else
  1239. {
  1240. addNewAnim(new CSpellEffectAnimation(this, animation.resourceName, destinationTile, false, animation.verticalPosition == VerticalPosition::BOTTOM));
  1241. }
  1242. }
  1243. void CBattleInterface::displaySpellCast(SpellID spellID, BattleHex destinationTile, bool areaEffect)
  1244. {
  1245. const CSpell * spell = spellID.toSpell();
  1246. if(spell == nullptr)
  1247. return;
  1248. for(const CSpell::TAnimation & animation : spell->animationInfo.cast)
  1249. {
  1250. displaySpellAnimation(animation, destinationTile, areaEffect);
  1251. }
  1252. }
  1253. void CBattleInterface::displaySpellEffect(SpellID spellID, BattleHex destinationTile, bool areaEffect)
  1254. {
  1255. const CSpell * spell = spellID.toSpell();
  1256. if(spell == nullptr)
  1257. return;
  1258. for(const CSpell::TAnimation & animation : spell->animationInfo.affect)
  1259. {
  1260. displaySpellAnimation(animation, destinationTile, areaEffect);
  1261. }
  1262. }
  1263. void CBattleInterface::displaySpellHit(SpellID spellID, BattleHex destinationTile, bool areaEffect)
  1264. {
  1265. const CSpell * spell = spellID.toSpell();
  1266. if(spell == nullptr)
  1267. return;
  1268. for(const CSpell::TAnimation & animation : spell->animationInfo.hit)
  1269. {
  1270. displaySpellAnimation(animation, destinationTile, areaEffect);
  1271. }
  1272. }
  1273. void CBattleInterface::battleTriggerEffect(const BattleTriggerEffect & bte)
  1274. {
  1275. const CStack * stack = curInt->cb->battleGetStackByID(bte.stackID);
  1276. //don't show animation when no HP is regenerated
  1277. switch (bte.effect)
  1278. {
  1279. case Bonus::HP_REGENERATION:
  1280. displayEffect(74, stack->position);
  1281. CCS->soundh->playSound(soundBase::REGENER);
  1282. break;
  1283. case Bonus::MANA_DRAIN:
  1284. displayEffect(77, stack->position);
  1285. CCS->soundh->playSound(soundBase::MANADRAI);
  1286. break;
  1287. case Bonus::POISON:
  1288. displayEffect(67, stack->position);
  1289. CCS->soundh->playSound(soundBase::POISON);
  1290. break;
  1291. case Bonus::FEAR:
  1292. displayEffect(15, stack->position);
  1293. CCS->soundh->playSound(soundBase::FEAR);
  1294. break;
  1295. case Bonus::MORALE:
  1296. {
  1297. std::string hlp = CGI->generaltexth->allTexts[33];
  1298. boost::algorithm::replace_first(hlp,"%s",(stack->getName()));
  1299. displayEffect(20,stack->position);
  1300. CCS->soundh->playSound(soundBase::GOODMRLE);
  1301. console->addText(hlp);
  1302. break;
  1303. }
  1304. default:
  1305. return;
  1306. }
  1307. //waitForAnims(); //fixme: freezes game :?
  1308. }
  1309. void CBattleInterface::setAnimSpeed(int set)
  1310. {
  1311. Settings speed = settings.write["battle"]["animationSpeed"];
  1312. speed->Float() = float(set) / 100;
  1313. }
  1314. int CBattleInterface::getAnimSpeed() const
  1315. {
  1316. return vstd::round(settings["battle"]["animationSpeed"].Float() * 100);
  1317. }
  1318. CPlayerInterface * CBattleInterface::getCurrentPlayerInterface() const
  1319. {
  1320. return curInt.get();
  1321. }
  1322. void CBattleInterface::setActiveStack(const CStack * stack)
  1323. {
  1324. if (activeStack) // update UI
  1325. creAnims[activeStack->ID]->setBorderColor(AnimationControls::getNoBorder());
  1326. activeStack = stack;
  1327. if (activeStack) // update UI
  1328. creAnims[activeStack->ID]->setBorderColor(AnimationControls::getGoldBorder());
  1329. blockUI(activeStack == nullptr);
  1330. }
  1331. void CBattleInterface::setHoveredStack(const CStack * stack)
  1332. {
  1333. if (mouseHoveredStack)
  1334. creAnims[mouseHoveredStack->ID]->setBorderColor(AnimationControls::getNoBorder());
  1335. // stack must be alive and not active (which uses gold border instead)
  1336. if (stack && stack->alive() && stack != activeStack)
  1337. {
  1338. mouseHoveredStack = stack;
  1339. if (mouseHoveredStack)
  1340. {
  1341. creAnims[mouseHoveredStack->ID]->setBorderColor(AnimationControls::getBlueBorder());
  1342. if (creAnims[mouseHoveredStack->ID]->framesInGroup(CCreatureAnim::MOUSEON) > 0)
  1343. creAnims[mouseHoveredStack->ID]->playOnce(CCreatureAnim::MOUSEON);
  1344. }
  1345. }
  1346. else
  1347. mouseHoveredStack = nullptr;
  1348. }
  1349. void CBattleInterface::activateStack()
  1350. {
  1351. myTurn = true;
  1352. if(!!attackerInt && defenderInt) //hotseat -> need to pick which interface "takes over" as active
  1353. curInt = attackerInt->playerID == stackToActivate->owner ? attackerInt : defenderInt;
  1354. setActiveStack(stackToActivate);
  1355. stackToActivate = nullptr;
  1356. const CStack *s = activeStack;
  1357. queue->update();
  1358. redrawBackgroundWithHexes(activeStack);
  1359. //set casting flag to true if creature can use it to not check it every time
  1360. const Bonus *spellcaster = s->getBonusLocalFirst(Selector::type(Bonus::SPELLCASTER)),
  1361. *randomSpellcaster = s->getBonusLocalFirst(Selector::type(Bonus::RANDOM_SPELLCASTER));
  1362. if (s->casts && (spellcaster || randomSpellcaster))
  1363. {
  1364. stackCanCastSpell = true;
  1365. if(randomSpellcaster)
  1366. creatureSpellToCast = -1; //spell will be set later on cast
  1367. creatureSpellToCast = curInt->cb->battleGetRandomStackSpell(s, CBattleInfoCallback::RANDOM_AIMED); //faerie dragon can cast only one spell until their next move
  1368. //TODO: what if creature can cast BOTH random genie spell and aimed spell?
  1369. }
  1370. else
  1371. {
  1372. stackCanCastSpell = false;
  1373. creatureSpellToCast = -1;
  1374. }
  1375. getPossibleActionsForStack (s);
  1376. GH.fakeMouseMove();
  1377. }
  1378. void CBattleInterface::endCastingSpell()
  1379. {
  1380. assert(spellDestSelectMode);
  1381. vstd::clear_pointer(spellToCast);
  1382. sp = nullptr;
  1383. spellDestSelectMode = false;
  1384. CCS->curh->changeGraphic(ECursor::COMBAT, ECursor::COMBAT_POINTER);
  1385. if (activeStack)
  1386. {
  1387. getPossibleActionsForStack (activeStack); //restore actions after they were cleared
  1388. myTurn = true;
  1389. }
  1390. }
  1391. void CBattleInterface::getPossibleActionsForStack(const CStack * stack)
  1392. {
  1393. possibleActions.clear();
  1394. if (tacticsMode)
  1395. {
  1396. possibleActions.push_back(MOVE_TACTICS);
  1397. possibleActions.push_back(CHOOSE_TACTICS_STACK);
  1398. }
  1399. else
  1400. {
  1401. //first action will be prioritized over later ones
  1402. if (stack->casts) //TODO: check for battlefield effects that prevent casting?
  1403. {
  1404. if (stack->hasBonusOfType (Bonus::SPELLCASTER))
  1405. {
  1406. //TODO: poll possible spells
  1407. const CSpell * spell;
  1408. BonusList spellBonuses = *stack->getBonuses (Selector::type(Bonus::SPELLCASTER));
  1409. for (Bonus * spellBonus : spellBonuses)
  1410. {
  1411. spell = CGI->spellh->objects[spellBonus->subtype];
  1412. switch (spellBonus->subtype)
  1413. {
  1414. case SpellID::REMOVE_OBSTACLE:
  1415. possibleActions.push_back (OBSTACLE);
  1416. break;
  1417. default:
  1418. possibleActions.push_back (selectionTypeByPositiveness (*spell));
  1419. break;
  1420. }
  1421. }
  1422. std::sort(possibleActions.begin(), possibleActions.end());
  1423. auto it = std::unique (possibleActions.begin(), possibleActions.end());
  1424. possibleActions.erase (it, possibleActions.end());
  1425. }
  1426. if (stack->hasBonusOfType (Bonus::RANDOM_SPELLCASTER))
  1427. possibleActions.push_back (RANDOM_GENIE_SPELL);
  1428. if (stack->hasBonusOfType (Bonus::DAEMON_SUMMONING))
  1429. possibleActions.push_back (RISE_DEMONS);
  1430. }
  1431. if (stack->shots && stack->hasBonusOfType (Bonus::SHOOTER))
  1432. possibleActions.push_back (SHOOT);
  1433. if (stack->hasBonusOfType (Bonus::RETURN_AFTER_STRIKE))
  1434. possibleActions.push_back (ATTACK_AND_RETURN);
  1435. possibleActions.push_back(ATTACK); //all active stacks can attack
  1436. possibleActions.push_back(WALK_AND_ATTACK); //not all stacks can always walk, but we will check this elsewhere
  1437. if (stack->canMove() && stack->Speed()) //probably no reason to try move war machines or bound stacks
  1438. possibleActions.push_back (MOVE_STACK); //all active stacks can attack
  1439. if (siegeH && stack->hasBonusOfType (Bonus::CATAPULT)) //TODO: check shots
  1440. possibleActions.push_back (CATAPULT);
  1441. if (stack->hasBonusOfType (Bonus::HEALER))
  1442. possibleActions.push_back (HEAL);
  1443. }
  1444. }
  1445. void CBattleInterface::printConsoleAttacked( const CStack * defender, int dmg, int killed, const CStack * attacker, bool multiple )
  1446. {
  1447. std::string formattedText;
  1448. if (attacker) //ignore if stacks were killed by spell
  1449. {
  1450. boost::format txt = boost::format (CGI->generaltexth->allTexts[attacker->count > 1 ? 377 : 376]) %
  1451. (attacker->count > 1 ? attacker->getCreature()->namePl : attacker->getCreature()->nameSing) % dmg;
  1452. formattedText.append(boost::to_string(txt));
  1453. }
  1454. if(killed > 0)
  1455. {
  1456. if (attacker)
  1457. formattedText.append(" ");
  1458. boost::format txt;
  1459. if(killed > 1)
  1460. {
  1461. txt = boost::format (CGI->generaltexth->allTexts[379]) % killed % (multiple ? CGI->generaltexth->allTexts[43] : defender->getCreature()->namePl); // creatures perish
  1462. }
  1463. else //killed == 1
  1464. {
  1465. txt = boost::format (CGI->generaltexth->allTexts[378]) % (multiple ? CGI->generaltexth->allTexts[42] : defender->getCreature()->nameSing); // creature perishes
  1466. }
  1467. std::string trimmed = boost::to_string(txt);
  1468. boost::algorithm::trim(trimmed); // these default h3 texts have unnecessary new lines, so get rid of them before displaying
  1469. formattedText.append(trimmed);
  1470. }
  1471. console->addText(formattedText);
  1472. }
  1473. void CBattleInterface::endAction(const BattleAction* action)
  1474. {
  1475. const CStack * stack = curInt->cb->battleGetStackByID(action->stackNumber);
  1476. if(action->actionType == Battle::HERO_SPELL)
  1477. {
  1478. if(action->side)
  1479. defendingHero->setPhase(0);
  1480. else
  1481. attackingHero->setPhase(0);
  1482. }
  1483. if(stack && action->actionType == Battle::WALK &&
  1484. !creAnims[action->stackNumber]->isIdle()) //walk or walk & attack
  1485. {
  1486. pendingAnims.push_back(std::make_pair(new CMovementEndAnimation(this, stack, action->destinationTile), false));
  1487. }
  1488. //check if we should reverse stacks
  1489. //for some strange reason, it's not enough
  1490. TStacks stacks = curInt->cb->battleGetStacks(CBattleCallback::MINE_AND_ENEMY);
  1491. for(const CStack *s : stacks)
  1492. {
  1493. if(s && creDir[s->ID] != bool(s->attackerOwned) && s->alive()
  1494. && creAnims[s->ID]->isIdle())
  1495. {
  1496. addNewAnim(new CReverseAnimation(this, s, s->position, false));
  1497. }
  1498. }
  1499. queue->update();
  1500. if(tacticsMode) //stack ended movement in tactics phase -> select the next one
  1501. bTacticNextStack(stack);
  1502. 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
  1503. redrawBackgroundWithHexes(activeStack);
  1504. if(activeStack && !animsAreDisplayed.get() && pendingAnims.empty() && !active)
  1505. {
  1506. logGlobal->warnStream() << "Something wrong... interface was deactivated but there is no animation. Reactivating...";
  1507. blockUI(false);
  1508. }
  1509. else
  1510. {
  1511. // block UI if no active stack (e.g. enemy turn);
  1512. blockUI(activeStack == nullptr);
  1513. }
  1514. }
  1515. void CBattleInterface::hideQueue()
  1516. {
  1517. Settings showQueue = settings.write["battle"]["showQueue"];
  1518. showQueue->Bool() = false;
  1519. queue->deactivate();
  1520. if(!queue->embedded)
  1521. {
  1522. moveBy(Point(0, -queue->pos.h / 2));
  1523. GH.totalRedraw();
  1524. }
  1525. }
  1526. void CBattleInterface::showQueue()
  1527. {
  1528. Settings showQueue = settings.write["battle"]["showQueue"];
  1529. showQueue->Bool() = true;
  1530. queue->activate();
  1531. if(!queue->embedded)
  1532. {
  1533. moveBy(Point(0, +queue->pos.h / 2));
  1534. GH.totalRedraw();
  1535. }
  1536. }
  1537. void CBattleInterface::blockUI(bool on)
  1538. {
  1539. ESpellCastProblem::ESpellCastProblem spellcastingProblem;
  1540. bool canCastSpells = curInt->cb->battleCanCastSpell(&spellcastingProblem);
  1541. bool canWait = activeStack ? !activeStack->waited() : false;
  1542. bOptions->block(on);
  1543. bFlee->block(on || !curInt->cb->battleCanFlee());
  1544. bSurrender->block(on || curInt->cb->battleGetSurrenderCost() < 0);
  1545. // block only if during enemy turn and auto-fight is off
  1546. // othervice - crash on accessing non-exisiting active stack
  1547. bAutofight->block(!curInt->isAutoFightOn && !activeStack);
  1548. if(tacticsMode && btactEnd && btactNext)
  1549. {
  1550. btactNext->block(on);
  1551. btactEnd->block(on);
  1552. }
  1553. else
  1554. {
  1555. bConsoleUp->block(on);
  1556. bConsoleDown->block(on);
  1557. }
  1558. //if magic is blocked, we leave button active, so the message can be displayed (cf bug #97)
  1559. bSpell->block(on || (!canCastSpells && spellcastingProblem != ESpellCastProblem::MAGIC_IS_BLOCKED));
  1560. bWait->block(on || tacticsMode || !canWait);
  1561. bDefence->block(on || tacticsMode);
  1562. }
  1563. void CBattleInterface::startAction(const BattleAction* action)
  1564. {
  1565. //setActiveStack(nullptr);
  1566. setHoveredStack(nullptr);
  1567. blockUI(true);
  1568. if(action->actionType == Battle::END_TACTIC_PHASE)
  1569. {
  1570. SDL_FreeSurface(menu);
  1571. menu = BitmapHandler::loadBitmap("CBAR.bmp");
  1572. graphics->blueToPlayersAdv(menu, curInt->playerID);
  1573. return;
  1574. }
  1575. const CStack *stack = curInt->cb->battleGetStackByID(action->stackNumber);
  1576. if(stack)
  1577. {
  1578. queue->update();
  1579. }
  1580. else
  1581. {
  1582. assert(action->actionType == Battle::HERO_SPELL); //only cast spell is valid action without acting stack number
  1583. }
  1584. if(action->actionType == Battle::WALK
  1585. || (action->actionType == Battle::WALK_AND_ATTACK && action->destinationTile != stack->position))
  1586. {
  1587. assert(stack);
  1588. moveStarted = true;
  1589. if(creAnims[action->stackNumber]->framesInGroup(CCreatureAnim::MOVE_START))
  1590. {
  1591. pendingAnims.push_back(std::make_pair(new CMovementStartAnimation(this, stack), false));
  1592. }
  1593. }
  1594. redraw(); // redraw after deactivation, including proper handling of hovered hexes
  1595. if (action->actionType == Battle::HERO_SPELL) //when hero casts spell
  1596. {
  1597. if(action->side)
  1598. defendingHero->setPhase(4);
  1599. else
  1600. attackingHero->setPhase(4);
  1601. return;
  1602. }
  1603. if(!stack)
  1604. {
  1605. logGlobal->errorStream()<<"Something wrong with stackNumber in actionStarted. Stack number: "<<action->stackNumber;
  1606. return;
  1607. }
  1608. int txtid = 0;
  1609. switch(action->actionType)
  1610. {
  1611. case Battle::WAIT:
  1612. txtid = 136;
  1613. break;
  1614. case Battle::BAD_MORALE:
  1615. txtid = -34; //negative -> no separate singular/plural form
  1616. displayEffect(30,stack->position);
  1617. CCS->soundh->playSound(soundBase::BADMRLE);
  1618. break;
  1619. }
  1620. if(txtid > 0 && stack->count != 1)
  1621. txtid++; //move to plural text
  1622. else if(txtid < 0)
  1623. txtid = -txtid;
  1624. if(txtid)
  1625. {
  1626. std::string name = (stack->count != 1) ? stack->getCreature()->namePl.c_str() : stack->getCreature()->nameSing.c_str();
  1627. console->addText((boost::format(CGI->generaltexth->allTexts[txtid].c_str()) % name).str());
  1628. }
  1629. //displaying special abilities
  1630. switch (action->actionType)
  1631. {
  1632. case Battle::STACK_HEAL:
  1633. displayEffect(74, action->destinationTile);
  1634. CCS->soundh->playSound(soundBase::REGENER);
  1635. break;
  1636. }
  1637. }
  1638. void CBattleInterface::waitForAnims()
  1639. {
  1640. auto unlockPim = vstd::makeUnlockGuard(*LOCPLINT->pim);
  1641. animsAreDisplayed.waitWhileTrue();
  1642. }
  1643. void CBattleInterface::bEndTacticPhase()
  1644. {
  1645. setActiveStack(nullptr);
  1646. blockUI(true);
  1647. tacticsMode = false;
  1648. }
  1649. static bool immobile(const CStack *s)
  1650. {
  1651. return !s->Speed(0, true); //should bound stacks be immobile?
  1652. }
  1653. void CBattleInterface::bTacticNextStack(const CStack *current /*= nullptr*/)
  1654. {
  1655. if(!current)
  1656. current = activeStack;
  1657. //no switching stacks when the current one is moving
  1658. waitForAnims();
  1659. TStacks stacksOfMine = tacticianInterface->cb->battleGetStacks(CBattleCallback::ONLY_MINE);
  1660. stacksOfMine.erase(std::remove_if(stacksOfMine.begin(), stacksOfMine.end(), &immobile), stacksOfMine.end());
  1661. auto it = vstd::find(stacksOfMine, current);
  1662. if(it != stacksOfMine.end() && ++it != stacksOfMine.end())
  1663. stackActivated(*it);
  1664. else
  1665. stackActivated(stacksOfMine.front());
  1666. }
  1667. CBattleInterface::PossibleActions CBattleInterface::selectionTypeByPositiveness(const CSpell & spell)
  1668. {
  1669. switch(spell.positiveness)
  1670. {
  1671. case CSpell::NEGATIVE :
  1672. return HOSTILE_CREATURE_SPELL;
  1673. case CSpell::NEUTRAL:
  1674. return ANY_CREATURE;
  1675. case CSpell::POSITIVE:
  1676. return FRIENDLY_CREATURE_SPELL;
  1677. }
  1678. assert(0);
  1679. return NO_LOCATION; //should never happen
  1680. }
  1681. std::string formatDmgRange(std::pair<ui32, ui32> dmgRange)
  1682. {
  1683. if(dmgRange.first != dmgRange.second)
  1684. return (boost::format("%d - %d") % dmgRange.first % dmgRange.second).str();
  1685. else
  1686. return (boost::format("%d") % dmgRange.first).str();
  1687. }
  1688. bool CBattleInterface::canStackMoveHere (const CStack * activeStack, BattleHex myNumber)
  1689. {
  1690. std::vector<BattleHex> acc = curInt->cb->battleGetAvailableHexes (activeStack, false);
  1691. int shiftedDest = myNumber + (activeStack->attackerOwned ? 1 : -1);
  1692. if (vstd::contains(acc, myNumber))
  1693. return true;
  1694. else if (activeStack->doubleWide() && vstd::contains(acc, shiftedDest))
  1695. return true;
  1696. else
  1697. return false;
  1698. }
  1699. void CBattleInterface::handleHex(BattleHex myNumber, int eventType)
  1700. {
  1701. if(!myTurn) //we are not permit to do anything
  1702. return;
  1703. // This function handles mouse move over hexes and l-clicking on them.
  1704. // First we decide what happens if player clicks on this hex and set appropriately
  1705. // consoleMsg, cursorFrame/Type and prepare lambda realizeAction.
  1706. //
  1707. // Then, depending whether it was hover/click we either call the action or set tooltip/cursor.
  1708. //used when hovering -> tooltip message and cursor to be set
  1709. std::string consoleMsg;
  1710. bool setCursor = true; //if we want to suppress setting cursor
  1711. ECursor::ECursorTypes cursorType = ECursor::COMBAT;
  1712. int cursorFrame = ECursor::COMBAT_POINTER; //TODO: is this line used?
  1713. //used when l-clicking -> action to be called upon the click
  1714. std::function<void()> realizeAction;
  1715. const CStack * const sactive = activeStack;
  1716. //Get stack on the hex - first try to grab the alive one, if not found -> allow dead stacks.
  1717. const CStack *shere = curInt->cb->battleGetStackByPos(myNumber, true);
  1718. if(!shere)
  1719. shere = curInt->cb->battleGetStackByPos(myNumber, false);
  1720. if (!sactive)
  1721. return;
  1722. bool ourStack = false;
  1723. if (shere)
  1724. ourStack = shere->owner == curInt->playerID;
  1725. //stack changed, update selection border
  1726. if (shere != mouseHoveredStack)
  1727. {
  1728. setHoveredStack(shere);
  1729. }
  1730. localActions.clear();
  1731. illegalActions.clear();
  1732. for (PossibleActions action : possibleActions)
  1733. {
  1734. bool legalAction = false; //this action is legal and can be performed
  1735. bool notLegal = false; //this action is not legal and should display message
  1736. switch (action)
  1737. {
  1738. case CHOOSE_TACTICS_STACK:
  1739. if (shere && ourStack)
  1740. legalAction = true;
  1741. break;
  1742. case MOVE_TACTICS:
  1743. case MOVE_STACK:
  1744. {
  1745. if (!(shere && shere->alive())) //we can walk on dead stacks
  1746. {
  1747. if (canStackMoveHere (sactive, myNumber))
  1748. legalAction = true;
  1749. }
  1750. break;
  1751. }
  1752. case ATTACK:
  1753. case WALK_AND_ATTACK:
  1754. case ATTACK_AND_RETURN:
  1755. {
  1756. if (curInt->cb->battleCanAttack(sactive, shere, myNumber))
  1757. {
  1758. if (isTileAttackable(myNumber)) // move isTileAttackable to be part of battleCanAttack?
  1759. {
  1760. setBattleCursor(myNumber); // temporary - needed for following function :(
  1761. BattleHex attackFromHex = fromWhichHexAttack(myNumber);
  1762. if (attackFromHex >= 0) //we can be in this line when unreachable creature is L - clicked (as of revision 1308)
  1763. legalAction = true;
  1764. }
  1765. }
  1766. }
  1767. break;
  1768. case SHOOT:
  1769. if(curInt->cb->battleCanShoot (activeStack, myNumber))
  1770. legalAction = true;
  1771. break;
  1772. case ANY_LOCATION:
  1773. if (myNumber > -1) //TODO: this should be checked for all actions
  1774. {
  1775. creatureCasting = stackCanCastSpell && !spellDestSelectMode; //as isCastingPossibleHere is not called
  1776. legalAction = true;
  1777. }
  1778. break;
  1779. case ANY_CREATURE:
  1780. if (shere && shere->alive() && isCastingPossibleHere (sactive, shere, myNumber))
  1781. legalAction = true;
  1782. break;
  1783. case HOSTILE_CREATURE_SPELL:
  1784. if (shere && shere->alive() && !ourStack && isCastingPossibleHere (sactive, shere, myNumber))
  1785. legalAction = true;
  1786. break;
  1787. case FRIENDLY_CREATURE_SPELL:
  1788. {
  1789. if (isCastingPossibleHere (sactive, shere, myNumber)) //need to be called before sp is determined
  1790. {
  1791. bool rise = false; //TODO: can you imagine rising hostile creatures?
  1792. sp = CGI->spellh->objects[creatureCasting ? creatureSpellToCast : spellToCast->additionalInfo];
  1793. if (sp && sp->isRisingSpell())
  1794. rise = true;
  1795. if (shere && (shere->alive() || rise) && ourStack)
  1796. legalAction = true;
  1797. }
  1798. break;
  1799. }
  1800. case RANDOM_GENIE_SPELL:
  1801. {
  1802. if (shere && ourStack && shere != sactive) //only positive spells for other allied creatures
  1803. {
  1804. int spellID = curInt->cb->battleGetRandomStackSpell(shere, CBattleInfoCallback::RANDOM_GENIE);
  1805. if (spellID > -1)
  1806. {
  1807. legalAction = true;
  1808. }
  1809. }
  1810. }
  1811. break;
  1812. case OBSTACLE:
  1813. if (isCastingPossibleHere (sactive, shere, myNumber))
  1814. legalAction = true;
  1815. break;
  1816. case TELEPORT:
  1817. {
  1818. ui8 skill = 0;
  1819. if (creatureCasting)
  1820. skill = sactive->getEffectLevel(SpellID(SpellID::TELEPORT).toSpell());
  1821. else
  1822. skill = getActiveHero()->getEffectLevel(SpellID(SpellID::TELEPORT).toSpell());
  1823. //TODO: explicitely save power, skill
  1824. if (curInt->cb->battleCanTeleportTo(selectedStack, myNumber, skill))
  1825. legalAction = true;
  1826. else
  1827. notLegal = true;
  1828. }
  1829. break;
  1830. case SACRIFICE: //choose our living stack to sacrifice
  1831. if (shere && shere != selectedStack && ourStack && shere->alive())
  1832. legalAction = true;
  1833. else
  1834. notLegal = true;
  1835. break;
  1836. case FREE_LOCATION:
  1837. {
  1838. ui8 side = curInt->cb->battleGetMySide();
  1839. auto hero = curInt->cb->battleGetMyHero();
  1840. assert(!creatureCasting); //we assume hero casts this spell
  1841. assert(hero);
  1842. legalAction = true;
  1843. bool hexesOutsideBattlefield = false;
  1844. auto tilesThatMustBeClear = sp->rangeInHexes(myNumber, hero->getSpellSchoolLevel(sp), side, &hexesOutsideBattlefield);
  1845. for(BattleHex hex : tilesThatMustBeClear)
  1846. {
  1847. if(curInt->cb->battleGetStackByPos(hex, true) || !!curInt->cb->battleGetObstacleOnPos(hex, false)
  1848. || !hex.isAvailable())
  1849. {
  1850. legalAction = false;
  1851. notLegal = true;
  1852. }
  1853. }
  1854. if(hexesOutsideBattlefield)
  1855. {
  1856. legalAction = false;
  1857. notLegal = true;
  1858. }
  1859. }
  1860. break;
  1861. case CATAPULT:
  1862. if (isCatapultAttackable(myNumber))
  1863. legalAction = true;
  1864. break;
  1865. case HEAL:
  1866. if (shere && ourStack && shere->canBeHealed())
  1867. legalAction = true;
  1868. break;
  1869. case RISE_DEMONS:
  1870. if (shere && ourStack && !shere->alive())
  1871. legalAction = true;
  1872. break;
  1873. }
  1874. if (legalAction)
  1875. localActions.push_back (action);
  1876. else if (notLegal)
  1877. illegalActions.push_back (action);
  1878. }
  1879. illegalAction = INVALID; //clear it in first place
  1880. if (vstd::contains(localActions, selectedAction)) //try to use last selected action by default
  1881. currentAction = selectedAction;
  1882. else if (localActions.size()) //if not possible, select first available action (they are sorted by suggested priority)
  1883. currentAction = localActions.front();
  1884. else //no legal action possible
  1885. {
  1886. currentAction = INVALID; //don't allow to do anything
  1887. if (vstd::contains(illegalActions, selectedAction))
  1888. illegalAction = selectedAction;
  1889. else if (illegalActions.size())
  1890. illegalAction = illegalActions.front();
  1891. else if (shere && ourStack && shere->alive()) //last possibility - display info about our creature
  1892. {
  1893. currentAction = CREATURE_INFO;
  1894. }
  1895. else
  1896. illegalAction = INVALID; //we should never be here
  1897. }
  1898. bool isCastingPossible = false;
  1899. bool secondaryTarget = false;
  1900. if (currentAction > INVALID)
  1901. {
  1902. switch (currentAction) //display console message, realize selected action
  1903. {
  1904. case CHOOSE_TACTICS_STACK:
  1905. consoleMsg = (boost::format(CGI->generaltexth->allTexts[481]) % shere->getName()).str(); //Select %s
  1906. realizeAction = [=]{ stackActivated(shere); };
  1907. break;
  1908. case MOVE_TACTICS:
  1909. case MOVE_STACK:
  1910. if (activeStack->hasBonusOfType(Bonus::FLYING))
  1911. {
  1912. cursorFrame = ECursor::COMBAT_FLY;
  1913. consoleMsg = (boost::format(CGI->generaltexth->allTexts[295]) % activeStack->getName()).str(); //Fly %s here
  1914. }
  1915. else
  1916. {
  1917. cursorFrame = ECursor::COMBAT_MOVE;
  1918. consoleMsg = (boost::format(CGI->generaltexth->allTexts[294]) % activeStack->getName()).str(); //Move %s here
  1919. }
  1920. realizeAction = [=]
  1921. {
  1922. if (activeStack->doubleWide())
  1923. {
  1924. std::vector<BattleHex> acc = curInt->cb->battleGetAvailableHexes(activeStack, false);
  1925. int shiftedDest = myNumber + (activeStack->attackerOwned ? 1 : -1);
  1926. if(vstd::contains(acc, myNumber))
  1927. giveCommand (Battle::WALK ,myNumber, activeStack->ID);
  1928. else if(vstd::contains(acc, shiftedDest))
  1929. giveCommand (Battle::WALK, shiftedDest, activeStack->ID);
  1930. }
  1931. else
  1932. {
  1933. giveCommand (Battle::WALK, myNumber, activeStack->ID);
  1934. }
  1935. };
  1936. break;
  1937. case ATTACK:
  1938. case WALK_AND_ATTACK:
  1939. case ATTACK_AND_RETURN: //TODO: allow to disable return
  1940. {
  1941. setBattleCursor(myNumber); //handle direction of cursor and attackable tile
  1942. setCursor = false; //don't overwrite settings from the call above //TODO: what does it mean?
  1943. realizeAction = [=]
  1944. {
  1945. BattleHex attackFromHex = fromWhichHexAttack(myNumber);
  1946. if (attackFromHex >= 0) //we can be in this line when unreachable creature is L - clicked (as of revision 1308)
  1947. {
  1948. giveCommand(Battle::WALK_AND_ATTACK, attackFromHex, activeStack->ID, myNumber);
  1949. }
  1950. };
  1951. std::string estDmgText = formatDmgRange(curInt->cb->battleEstimateDamage(sactive, shere)); //calculating estimated dmg
  1952. consoleMsg = (boost::format(CGI->generaltexth->allTexts[36]) % shere->getName() % estDmgText).str(); //Attack %s (%s damage)
  1953. }
  1954. break;
  1955. case SHOOT:
  1956. {
  1957. if(curInt->cb->battleHasShootingPenalty(activeStack, myNumber))
  1958. cursorFrame = ECursor::COMBAT_SHOOT_PENALTY;
  1959. else
  1960. cursorFrame = ECursor::COMBAT_SHOOT;
  1961. realizeAction = [=] {giveCommand(Battle::SHOOT, myNumber, activeStack->ID);};
  1962. std::string estDmgText = formatDmgRange(curInt->cb->battleEstimateDamage(sactive, shere)); //calculating estimated dmg
  1963. //printing - Shoot %s (%d shots left, %s damage)
  1964. consoleMsg = (boost::format(CGI->generaltexth->allTexts[296]) % shere->getName() % sactive->shots % estDmgText).str();
  1965. }
  1966. break;
  1967. case HOSTILE_CREATURE_SPELL:
  1968. case FRIENDLY_CREATURE_SPELL:
  1969. case ANY_CREATURE:
  1970. sp = CGI->spellh->objects[creatureCasting ? creatureSpellToCast : spellToCast->additionalInfo]; //necessary if creature has random Genie spell at same time
  1971. consoleMsg = boost::str(boost::format(CGI->generaltexth->allTexts[27]) % sp->name % shere->getName()); //Cast %s on %s
  1972. switch (sp->id)
  1973. {
  1974. case SpellID::SACRIFICE:
  1975. case SpellID::TELEPORT:
  1976. selectedStack = shere; //remember first target
  1977. secondaryTarget = true;
  1978. break;
  1979. }
  1980. isCastingPossible = true;
  1981. break;
  1982. case ANY_LOCATION:
  1983. sp = CGI->spellh->objects[creatureCasting ? creatureSpellToCast : spellToCast->additionalInfo]; //necessary if creature has random Genie spell at same time
  1984. consoleMsg = boost::str(boost::format(CGI->generaltexth->allTexts[26]) % sp->name); //Cast %s
  1985. isCastingPossible = true;
  1986. break;
  1987. case RANDOM_GENIE_SPELL: //we assume that teleport / sacrifice will never be available as random spell
  1988. sp = nullptr;
  1989. consoleMsg = boost::str(boost::format(CGI->generaltexth->allTexts[301]) % shere->getName()); //Cast a spell on %
  1990. creatureCasting = true;
  1991. isCastingPossible = true;
  1992. break;
  1993. case TELEPORT:
  1994. consoleMsg = CGI->generaltexth->allTexts[25]; //Teleport Here
  1995. cursorFrame = ECursor::COMBAT_TELEPORT;
  1996. isCastingPossible = true;
  1997. break;
  1998. case OBSTACLE:
  1999. consoleMsg = CGI->generaltexth->allTexts[550];
  2000. //TODO: remove obstacle cursor
  2001. isCastingPossible = true;
  2002. break;
  2003. case SACRIFICE:
  2004. consoleMsg = (boost::format(CGI->generaltexth->allTexts[549]) % shere->getName()).str(); //sacrifice the %s
  2005. cursorFrame = ECursor::COMBAT_SACRIFICE;
  2006. spellToCast->selectedStack = shere->ID; //sacrificed creature is selected
  2007. isCastingPossible = true;
  2008. break;
  2009. case FREE_LOCATION:
  2010. //cursorFrame = ECursor::SPELLBOOK;
  2011. consoleMsg = boost::str(boost::format(CGI->generaltexth->allTexts[26]) % sp->name); //Cast %s
  2012. isCastingPossible = true;
  2013. break;
  2014. case HEAL:
  2015. cursorFrame = ECursor::COMBAT_HEAL;
  2016. consoleMsg = (boost::format(CGI->generaltexth->allTexts[419]) % shere->getName()).str(); //Apply first aid to the %s
  2017. realizeAction = [=]{ giveCommand(Battle::STACK_HEAL, myNumber, activeStack->ID); }; //command healing
  2018. break;
  2019. case RISE_DEMONS:
  2020. cursorType = ECursor::SPELLBOOK;
  2021. realizeAction = [=]{ giveCommand(Battle::DAEMON_SUMMONING, myNumber, activeStack->ID); };
  2022. break;
  2023. case CATAPULT:
  2024. cursorFrame = ECursor::COMBAT_SHOOT_CATAPULT;
  2025. realizeAction = [=]{ giveCommand(Battle::CATAPULT, myNumber, activeStack->ID); };
  2026. break;
  2027. case CREATURE_INFO:
  2028. {
  2029. cursorFrame = ECursor::COMBAT_QUERY;
  2030. consoleMsg = (boost::format(CGI->generaltexth->allTexts[297]) % shere->getName()).str();
  2031. realizeAction = [=]{ GH.pushInt(new CStackWindow(shere, false)); };
  2032. break;
  2033. }
  2034. }
  2035. }
  2036. else //no possible valid action, display message
  2037. {
  2038. switch (illegalAction)
  2039. {
  2040. case ANY_CREATURE:
  2041. case HOSTILE_CREATURE_SPELL:
  2042. case FRIENDLY_CREATURE_SPELL:
  2043. case RANDOM_GENIE_SPELL:
  2044. cursorFrame = ECursor::COMBAT_BLOCKED;
  2045. consoleMsg = CGI->generaltexth->allTexts[23];
  2046. break;
  2047. case TELEPORT:
  2048. cursorFrame = ECursor::COMBAT_BLOCKED;
  2049. consoleMsg = CGI->generaltexth->allTexts[24]; //Invalid Teleport Destination
  2050. break;
  2051. case SACRIFICE:
  2052. consoleMsg = CGI->generaltexth->allTexts[543]; //choose army to sacrifice
  2053. break;
  2054. case FREE_LOCATION:
  2055. cursorFrame = ECursor::COMBAT_BLOCKED;
  2056. consoleMsg = boost::str(boost::format(CGI->generaltexth->allTexts[181]) % sp->name); //No room to place %s here
  2057. break;
  2058. default:
  2059. if (myNumber == -1)
  2060. CCS->curh->changeGraphic(ECursor::COMBAT, ECursor::COMBAT_POINTER); //set neutral cursor over menu etc.
  2061. else
  2062. cursorFrame = ECursor::COMBAT_BLOCKED;
  2063. break;
  2064. }
  2065. }
  2066. if (isCastingPossible) //common part
  2067. {
  2068. switch (currentAction) //don't use that with teleport / sacrifice
  2069. {
  2070. case TELEPORT: //FIXME: more generic solution?
  2071. case SACRIFICE:
  2072. break;
  2073. default:
  2074. cursorType = ECursor::SPELLBOOK;
  2075. cursorFrame = 0;
  2076. if(consoleMsg.empty() && sp)
  2077. consoleMsg = boost::str(boost::format(CGI->generaltexth->allTexts[26]) % sp->name); //Cast %s
  2078. break;
  2079. }
  2080. realizeAction = [=]
  2081. {
  2082. if (secondaryTarget) //select that target now
  2083. {
  2084. possibleActions.clear();
  2085. switch (sp->id.toEnum())
  2086. {
  2087. case SpellID::TELEPORT: //don't cast spell yet, only select target
  2088. possibleActions.push_back (TELEPORT);
  2089. spellToCast->selectedStack = selectedStack->ID;
  2090. break;
  2091. case SpellID::SACRIFICE:
  2092. possibleActions.push_back (SACRIFICE);
  2093. break;
  2094. }
  2095. }
  2096. else
  2097. {
  2098. if(creatureCasting)
  2099. {
  2100. if (sp)
  2101. {
  2102. giveCommand(Battle::MONSTER_SPELL, myNumber, sactive->ID, creatureSpellToCast);
  2103. }
  2104. else //unknown random spell
  2105. {
  2106. giveCommand(Battle::MONSTER_SPELL, myNumber, sactive->ID, curInt->cb->battleGetRandomStackSpell(shere, CBattleInfoCallback::RANDOM_GENIE));
  2107. }
  2108. }
  2109. else
  2110. {
  2111. assert (sp);
  2112. switch (sp->id.toEnum())
  2113. {
  2114. case SpellID::SACRIFICE:
  2115. spellToCast->destinationTile = selectedStack->position; //cast on first creature that will be resurrected
  2116. break;
  2117. default:
  2118. spellToCast->destinationTile = myNumber;
  2119. break;
  2120. }
  2121. curInt->cb->battleMakeAction(spellToCast);
  2122. endCastingSpell();
  2123. }
  2124. selectedStack = nullptr;
  2125. }
  2126. };
  2127. }
  2128. //helper lambda that appropriately realizes action / sets cursor and tooltip
  2129. auto realizeThingsToDo = [&]()
  2130. {
  2131. if(eventType == MOVE)
  2132. {
  2133. if(setCursor)
  2134. CCS->curh->changeGraphic(cursorType, cursorFrame);
  2135. this->console->alterText(consoleMsg);
  2136. this->console->whoSetAlter = 0;
  2137. }
  2138. if(eventType == LCLICK && realizeAction)
  2139. {
  2140. //opening creature window shouldn't affect myTurn...
  2141. if ((currentAction != CREATURE_INFO) && !secondaryTarget)
  2142. {
  2143. myTurn = false; //tends to crash with empty calls
  2144. }
  2145. realizeAction();
  2146. if (!secondaryTarget) //do not replace teleport or sacrifice cursor
  2147. CCS->curh->changeGraphic(ECursor::COMBAT, ECursor::COMBAT_POINTER);
  2148. this->console->alterText("");
  2149. }
  2150. };
  2151. realizeThingsToDo();
  2152. }
  2153. bool CBattleInterface::isCastingPossibleHere (const CStack * sactive, const CStack * shere, BattleHex myNumber)
  2154. {
  2155. creatureCasting = stackCanCastSpell && !spellDestSelectMode; //TODO: allow creatures to cast aimed spells
  2156. bool isCastingPossible = true;
  2157. int spellID = -1;
  2158. if (creatureCasting)
  2159. {
  2160. if (creatureSpellToCast > -1 && (shere != sactive)) //can't cast on itself
  2161. spellID = creatureSpellToCast; //TODO: merge with SpellTocast?
  2162. }
  2163. else //hero casting
  2164. spellID = spellToCast->additionalInfo;
  2165. sp = nullptr;
  2166. if (spellID >= 0)
  2167. sp = CGI->spellh->objects[spellID];
  2168. if (sp)
  2169. {
  2170. const ISpellCaster * caster = creatureCasting ? dynamic_cast<const ISpellCaster *>(sactive) : dynamic_cast<const ISpellCaster *>(curInt->cb->battleGetMyHero());
  2171. if(caster == nullptr)
  2172. {
  2173. isCastingPossible = false;//just in case
  2174. }
  2175. else
  2176. {
  2177. const ECastingMode::ECastingMode mode = creatureCasting ? ECastingMode::CREATURE_ACTIVE_CASTING : ECastingMode::HERO_CASTING;
  2178. isCastingPossible = (curInt->cb->battleCanCastThisSpellHere(caster, sp, mode, myNumber) == ESpellCastProblem::OK);
  2179. }
  2180. }
  2181. else
  2182. isCastingPossible = false;
  2183. if(!myNumber.isAvailable() && !shere) //empty tile outside battlefield (or in the unavailable border column)
  2184. isCastingPossible = false;
  2185. return isCastingPossible;
  2186. }
  2187. BattleHex CBattleInterface::fromWhichHexAttack(BattleHex myNumber)
  2188. {
  2189. //TODO far too much repeating code
  2190. BattleHex destHex = -1;
  2191. switch(CCS->curh->frame)
  2192. {
  2193. case 12: //from bottom right
  2194. {
  2195. bool doubleWide = activeStack->doubleWide();
  2196. destHex = myNumber + ( (myNumber/GameConstants::BFIELD_WIDTH)%2 ? GameConstants::BFIELD_WIDTH : GameConstants::BFIELD_WIDTH+1 ) +
  2197. (activeStack->attackerOwned && doubleWide ? 1 : 0);
  2198. if(vstd::contains(occupyableHexes, destHex))
  2199. return destHex;
  2200. else if(activeStack->attackerOwned) //if we are attacker
  2201. {
  2202. if(vstd::contains(occupyableHexes, destHex+1))
  2203. return destHex+1;
  2204. }
  2205. else //if we are defender
  2206. {
  2207. if(vstd::contains(occupyableHexes, destHex-1))
  2208. return destHex-1;
  2209. }
  2210. break;
  2211. }
  2212. case 7: //from bottom left
  2213. {
  2214. destHex = myNumber + ( (myNumber/GameConstants::BFIELD_WIDTH)%2 ? GameConstants::BFIELD_WIDTH-1 : GameConstants::BFIELD_WIDTH );
  2215. if(vstd::contains(occupyableHexes, destHex))
  2216. return destHex;
  2217. else if(activeStack->attackerOwned) //if we are attacker
  2218. {
  2219. if(vstd::contains(occupyableHexes, destHex+1))
  2220. return destHex+1;
  2221. }
  2222. else //if we are defender
  2223. {
  2224. if(vstd::contains(occupyableHexes, destHex-1))
  2225. return destHex-1;
  2226. }
  2227. break;
  2228. }
  2229. case 8: //from left
  2230. {
  2231. if(activeStack->doubleWide() && !activeStack->attackerOwned)
  2232. {
  2233. std::vector<BattleHex> acc = curInt->cb->battleGetAvailableHexes(activeStack, false);
  2234. if(vstd::contains(acc, myNumber))
  2235. return myNumber - 1;
  2236. else
  2237. return myNumber - 2;
  2238. }
  2239. else
  2240. {
  2241. return myNumber - 1;
  2242. }
  2243. break;
  2244. }
  2245. case 9: //from top left
  2246. {
  2247. destHex = myNumber - ( (myNumber/GameConstants::BFIELD_WIDTH)%2 ? GameConstants::BFIELD_WIDTH+1 : GameConstants::BFIELD_WIDTH );
  2248. if(vstd::contains(occupyableHexes, destHex))
  2249. return destHex;
  2250. else if(activeStack->attackerOwned) //if we are attacker
  2251. {
  2252. if(vstd::contains(occupyableHexes, destHex+1))
  2253. return destHex+1;
  2254. }
  2255. else //if we are defender
  2256. {
  2257. if(vstd::contains(occupyableHexes, destHex-1))
  2258. return destHex-1;
  2259. }
  2260. break;
  2261. }
  2262. case 10: //from top right
  2263. {
  2264. bool doubleWide = activeStack->doubleWide();
  2265. destHex = myNumber - ( (myNumber/GameConstants::BFIELD_WIDTH)%2 ? GameConstants::BFIELD_WIDTH : GameConstants::BFIELD_WIDTH-1 ) +
  2266. (activeStack->attackerOwned && doubleWide ? 1 : 0);
  2267. if(vstd::contains(occupyableHexes, destHex))
  2268. return destHex;
  2269. else if(activeStack->attackerOwned) //if we are attacker
  2270. {
  2271. if(vstd::contains(occupyableHexes, destHex+1))
  2272. return destHex+1;
  2273. }
  2274. else //if we are defender
  2275. {
  2276. if(vstd::contains(occupyableHexes, destHex-1))
  2277. return destHex-1;
  2278. }
  2279. break;
  2280. }
  2281. case 11: //from right
  2282. {
  2283. if(activeStack->doubleWide() && activeStack->attackerOwned)
  2284. {
  2285. std::vector<BattleHex> acc = curInt->cb->battleGetAvailableHexes(activeStack, false);
  2286. if(vstd::contains(acc, myNumber))
  2287. return myNumber + 1;
  2288. else
  2289. return myNumber + 2;
  2290. }
  2291. else
  2292. {
  2293. return myNumber + 1;
  2294. }
  2295. break;
  2296. }
  2297. case 13: //from bottom
  2298. {
  2299. destHex = myNumber + ( (myNumber/GameConstants::BFIELD_WIDTH)%2 ? GameConstants::BFIELD_WIDTH : GameConstants::BFIELD_WIDTH+1 );
  2300. if(vstd::contains(occupyableHexes, destHex))
  2301. return destHex;
  2302. else if(attackingHeroInstance->tempOwner == curInt->cb->getMyColor()) //if we are attacker
  2303. {
  2304. if(vstd::contains(occupyableHexes, destHex+1))
  2305. return destHex+1;
  2306. }
  2307. else //if we are defender
  2308. {
  2309. if(vstd::contains(occupyableHexes, destHex-1))
  2310. return destHex-1;
  2311. }
  2312. break;
  2313. }
  2314. case 14: //from top
  2315. {
  2316. destHex = myNumber - ( (myNumber/GameConstants::BFIELD_WIDTH)%2 ? GameConstants::BFIELD_WIDTH : GameConstants::BFIELD_WIDTH-1 );
  2317. if(vstd::contains(occupyableHexes, destHex))
  2318. return destHex;
  2319. else if(attackingHeroInstance->tempOwner == curInt->cb->getMyColor()) //if we are attacker
  2320. {
  2321. if(vstd::contains(occupyableHexes, destHex+1))
  2322. return destHex+1;
  2323. }
  2324. else //if we are defender
  2325. {
  2326. if(vstd::contains(occupyableHexes, destHex-1))
  2327. return destHex-1;
  2328. }
  2329. break;
  2330. }
  2331. }
  2332. return -1;
  2333. }
  2334. Rect CBattleInterface::hexPosition(BattleHex hex) const
  2335. {
  2336. int x = 14 + ((hex.getY())%2==0 ? 22 : 0) + 44*hex.getX() + pos.x;
  2337. int y = 86 + 42 * hex.getY() + pos.y;
  2338. int w = cellShade->w;
  2339. int h = cellShade->h;
  2340. return Rect(x, y, w, h);
  2341. }
  2342. void CBattleInterface::obstaclePlaced(const CObstacleInstance & oi)
  2343. {
  2344. //so when multiple obstacles are added, they show up one after another
  2345. waitForAnims();
  2346. int effectID = -1;
  2347. soundBase::soundID sound = soundBase::invalid;//FIXME: variable set but unused. Missing soundh->playSound()?
  2348. std::string defname;
  2349. switch(oi.obstacleType)
  2350. {
  2351. case CObstacleInstance::QUICKSAND:
  2352. effectID = 55;
  2353. sound = soundBase::QUIKSAND;
  2354. break;
  2355. case CObstacleInstance::LAND_MINE:
  2356. effectID = 47;
  2357. sound = soundBase::LANDMINE;
  2358. break;
  2359. case CObstacleInstance::FORCE_FIELD:
  2360. {
  2361. auto &spellObstacle = dynamic_cast<const SpellCreatedObstacle&>(oi);
  2362. if(spellObstacle.casterSide)
  2363. {
  2364. if(oi.getAffectedTiles().size() < 3)
  2365. defname = "C15SPE0.DEF"; //TODO cannot find def for 2-hex force field \ appearing
  2366. else
  2367. defname = "C15SPE6.DEF";
  2368. }
  2369. else
  2370. {
  2371. if(oi.getAffectedTiles().size() < 3)
  2372. defname = "C15SPE0.DEF";
  2373. else
  2374. defname = "C15SPE9.DEF";
  2375. }
  2376. }
  2377. sound = soundBase::FORCEFLD;
  2378. break;
  2379. case CObstacleInstance::FIRE_WALL:
  2380. if(oi.getAffectedTiles().size() < 3)
  2381. effectID = 43; //small fire wall appearing
  2382. else
  2383. effectID = 44; //and the big one
  2384. sound = soundBase::fireWall;
  2385. break;
  2386. default:
  2387. logGlobal->errorStream() << "I don't know how to animate appearing obstacle of type " << (int)oi.obstacleType;
  2388. return;
  2389. }
  2390. if(graphics->battleACToDef[effectID].empty())
  2391. {
  2392. logGlobal->errorStream() << "Cannot find def for effect type " << effectID;
  2393. return;
  2394. }
  2395. if(defname.empty() && effectID >= 0)
  2396. defname = graphics->battleACToDef[effectID].front();
  2397. assert(!defname.empty());
  2398. //we assume here that effect graphics have the same size as the usual obstacle image
  2399. // -> if we know how to blit obstacle, let's blit the effect in the same place
  2400. Point whereTo = getObstaclePosition(getObstacleImage(oi), oi);
  2401. addNewAnim(new CSpellEffectAnimation(this, defname, whereTo.x, whereTo.y));
  2402. //TODO we need to wait after playing sound till it's finished, otherwise it overlaps and sounds really bad
  2403. //CCS->soundh->playSound(sound);
  2404. }
  2405. const CGHeroInstance * CBattleInterface::currentHero() const
  2406. {
  2407. if(attackingHeroInstance->tempOwner == curInt->playerID)
  2408. return attackingHeroInstance;
  2409. else
  2410. return defendingHeroInstance;
  2411. }
  2412. InfoAboutHero CBattleInterface::enemyHero() const
  2413. {
  2414. InfoAboutHero ret;
  2415. if(attackingHeroInstance->tempOwner == curInt->playerID)
  2416. curInt->cb->getHeroInfo(defendingHeroInstance, ret);
  2417. else
  2418. curInt->cb->getHeroInfo(attackingHeroInstance, ret);
  2419. return ret;
  2420. }
  2421. void CBattleInterface::requestAutofightingAIToTakeAction()
  2422. {
  2423. assert(curInt->isAutoFightOn);
  2424. boost::thread aiThread([&]
  2425. {
  2426. auto ba = new BattleAction(curInt->autofightingAI->activeStack(activeStack));
  2427. if(curInt->isAutoFightOn)
  2428. {
  2429. if(tacticsMode)
  2430. {
  2431. // Always end tactics mode. Player interface is blocked currently, so it's not possible that
  2432. // the AI can take any action except end tactics phase (AI actions won't be triggered)
  2433. //TODO implement the possibility that the AI will be triggered for further actions
  2434. //TODO any solution to merge tactics phase & normal phase in the way it is handled by the player and battle interface?
  2435. setActiveStack(nullptr);
  2436. blockUI(true);
  2437. tacticsMode = false;
  2438. }
  2439. else
  2440. {
  2441. givenCommand->setn(ba);
  2442. }
  2443. }
  2444. else
  2445. {
  2446. delete ba;
  2447. boost::unique_lock<boost::recursive_mutex> un(*LOCPLINT->pim);
  2448. activateStack();
  2449. }
  2450. });
  2451. aiThread.detach();
  2452. }
  2453. CBattleInterface::SiegeHelper::SiegeHelper(const CGTownInstance *siegeTown, const CBattleInterface * _owner)
  2454. : owner(_owner), town(siegeTown)
  2455. {
  2456. for(int g = 0; g < ARRAY_COUNT(walls); ++g)
  2457. {
  2458. walls[g] = BitmapHandler::loadBitmap( getSiegeName(g) );
  2459. }
  2460. }
  2461. CBattleInterface::SiegeHelper::~SiegeHelper()
  2462. {
  2463. for(auto & elem : walls)
  2464. {
  2465. SDL_FreeSurface(elem);
  2466. }
  2467. }
  2468. std::string CBattleInterface::SiegeHelper::getSiegeName(ui16 what) const
  2469. {
  2470. return getSiegeName(what, EWallState::INTACT);
  2471. }
  2472. std::string CBattleInterface::SiegeHelper::getSiegeName(ui16 what, int state) const
  2473. {
  2474. auto getImageIndex = [&]() -> int
  2475. {
  2476. switch (state)
  2477. {
  2478. case EWallState::INTACT : return 1;
  2479. case EWallState::DAMAGED : return 2;
  2480. case EWallState::DESTROYED :
  2481. if(what == 2 || what == 3 || what == 8) // towers don't have separate image here
  2482. return 2;
  2483. else
  2484. return 3;
  2485. }
  2486. return 1;
  2487. };
  2488. const std::string & prefix = town->town->clientInfo.siegePrefix;
  2489. std::string addit = boost::lexical_cast<std::string>(getImageIndex());
  2490. switch(what)
  2491. {
  2492. case 0: //background
  2493. return prefix + "BACK.BMP";
  2494. case 1: //background wall
  2495. {
  2496. switch(town->town->faction->index)
  2497. {
  2498. case 5: case 4: case 1: case 6:
  2499. return prefix + "TPW1.BMP";
  2500. default:
  2501. return prefix + "TPWL.BMP";
  2502. }
  2503. }
  2504. case 2: //keep
  2505. return prefix + "MAN" + addit + ".BMP";
  2506. case 3: //bottom tower
  2507. return prefix + "TW1" + addit + ".BMP";
  2508. case 4: //bottom wall
  2509. return prefix + "WA1" + addit + ".BMP";
  2510. case 5: //below gate
  2511. return prefix + "WA3" + addit + ".BMP";
  2512. case 6: //over gate
  2513. return prefix + "WA4" + addit + ".BMP";
  2514. case 7: //upper wall
  2515. return prefix + "WA6" + addit + ".BMP";
  2516. case 8: //upper tower
  2517. return prefix + "TW2" + addit + ".BMP";
  2518. case 9: //gate
  2519. return prefix + "DRW" + addit + ".BMP";
  2520. case 10: //gate arch
  2521. return prefix + "ARCH.BMP";
  2522. case 11: //bottom static wall
  2523. return prefix + "WA2.BMP";
  2524. case 12: //upper static wall
  2525. return prefix + "WA5.BMP";
  2526. case 13: //moat
  2527. return prefix + "MOAT.BMP";
  2528. case 14: //mlip
  2529. return prefix + "MLIP.BMP";
  2530. case 15: //keep creature cover
  2531. return prefix + "MANC.BMP";
  2532. case 16: //bottom turret creature cover
  2533. return prefix + "TW1C.BMP";
  2534. case 17: //upper turret creature cover
  2535. return prefix + "TW2C.BMP";
  2536. default:
  2537. return "";
  2538. }
  2539. }
  2540. /// What: 1. background wall, 2. keep, 3. bottom tower, 4. bottom wall, 5. wall below gate,
  2541. /// 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,
  2542. /// 15. keep turret cover, 16. lower turret cover, 17. upper turret cover
  2543. void CBattleInterface::SiegeHelper::printPartOfWall(SDL_Surface * to, int what)
  2544. {
  2545. Point pos = Point(-1, -1);
  2546. auto & ci = owner->siegeH->town->town->clientInfo;
  2547. if (what >= 1 && what <= 17)
  2548. {
  2549. pos.x = ci.siegePositions[what].x + owner->pos.x;
  2550. pos.y = ci.siegePositions[what].y + owner->pos.y;
  2551. }
  2552. if (town->town->faction->index == ETownType::TOWER
  2553. && (what == 13 || what == 14))
  2554. return; // no moat in Tower. TODO: remove hardcode somehow?
  2555. if(pos.x != -1)
  2556. {
  2557. blitAt(walls[what], pos.x, pos.y, to);
  2558. }
  2559. }
  2560. CatapultProjectileInfo::CatapultProjectileInfo(Point from, Point dest)
  2561. {
  2562. facA = 0.005; // seems to be constant
  2563. // system of 2 linear equations, solutions of which are missing coefficients
  2564. // for quadratic equation a*x*x + b*x + c
  2565. double eq[2][3] = {
  2566. { static_cast<double>(from.x), 1.0, from.y - facA*from.x*from.x },
  2567. { static_cast<double>(dest.x), 1.0, dest.y - facA*dest.x*dest.x }
  2568. };
  2569. // solve system via determinants
  2570. double det = eq[0][0] * eq[1][1] - eq[1][0] * eq[0][1];
  2571. double detB = eq[0][2] * eq[1][1] - eq[1][2] * eq[0][1];
  2572. double detC = eq[0][0] * eq[1][2] - eq[1][0] * eq[0][2];
  2573. facB = detB / det;
  2574. facC = detC / det;
  2575. // make sure that parabola is correct e.g. passes through from and dest
  2576. assert(fabs(calculateY(from.x) - from.y) < 1.0);
  2577. assert(fabs(calculateY(dest.x) - dest.y) < 1.0);
  2578. }
  2579. double CatapultProjectileInfo::calculateY(double x)
  2580. {
  2581. return facA * pow(x, 2.0) + facB * x + facC;
  2582. }
  2583. void CBattleInterface::showAll(SDL_Surface * to)
  2584. {
  2585. show(to);
  2586. }
  2587. void CBattleInterface::show(SDL_Surface * to)
  2588. {
  2589. assert(to);
  2590. SDL_Rect buf;
  2591. SDL_GetClipRect(to, &buf);
  2592. SDL_SetClipRect(to, &pos);
  2593. ++animCount;
  2594. showBackground(to);
  2595. showBattlefieldObjects(to);
  2596. showProjectiles(to);
  2597. updateBattleAnimations();
  2598. SDL_SetClipRect(to, &buf); //restoring previous clip_rect
  2599. showInterface(to);
  2600. //activation of next stack
  2601. if(pendingAnims.empty() && stackToActivate != nullptr)
  2602. {
  2603. activateStack();
  2604. //we may have changed active interface (another side in hot-seat),
  2605. // so we can't continue drawing with old setting.
  2606. show(to);
  2607. }
  2608. }
  2609. void CBattleInterface::showBackground(SDL_Surface * to)
  2610. {
  2611. if(activeStack != nullptr && creAnims[activeStack->ID]->isIdle()) //show everything with range
  2612. {
  2613. // FIXME: any *real* reason to keep this separate? Speed difference can't be that big
  2614. blitAt(backgroundWithHexes, pos.x, pos.y, to);
  2615. }
  2616. else
  2617. {
  2618. showBackgroundImage(to);
  2619. showAbsoluteObstacles(to);
  2620. }
  2621. showHighlightedHexes(to);
  2622. }
  2623. void CBattleInterface::showBackgroundImage(SDL_Surface * to)
  2624. {
  2625. blitAt(background, pos.x, pos.y, to);
  2626. if(settings["battle"]["cellBorders"].Bool())
  2627. {
  2628. CSDL_Ext::blit8bppAlphaTo24bpp(cellBorders, nullptr, to, &pos);
  2629. }
  2630. }
  2631. void CBattleInterface::showAbsoluteObstacles(SDL_Surface * to)
  2632. {
  2633. //Blit absolute obstacles
  2634. for(auto &oi : curInt->cb->battleGetAllObstacles())
  2635. if(oi->obstacleType == CObstacleInstance::ABSOLUTE_OBSTACLE)
  2636. blitAt(getObstacleImage(*oi), pos.x + oi->getInfo().width, pos.y + oi->getInfo().height, to);
  2637. if (siegeH && siegeH->town->hasBuilt(BuildingID::CITADEL))
  2638. siegeH->printPartOfWall(to, 14); // show moat background
  2639. }
  2640. void CBattleInterface::showHighlightedHexes(SDL_Surface * to)
  2641. {
  2642. for(int b=0; b<GameConstants::BFIELD_SIZE; ++b)
  2643. {
  2644. if(bfield[b]->strictHovered && bfield[b]->hovered)
  2645. {
  2646. if(previouslyHoveredHex == -1)
  2647. previouslyHoveredHex = b; //something to start with
  2648. if(currentlyHoveredHex == -1)
  2649. currentlyHoveredHex = b; //something to start with
  2650. if(currentlyHoveredHex != b) //repair hover info
  2651. {
  2652. previouslyHoveredHex = currentlyHoveredHex;
  2653. currentlyHoveredHex = b;
  2654. }
  2655. if (settings["battle"]["mouseShadow"].Bool())
  2656. {
  2657. if(spellToCast) //when casting spell
  2658. {
  2659. //calculating spell school level
  2660. const CSpell & spToCast = *CGI->spellh->objects[spellToCast->additionalInfo];
  2661. ui8 schoolLevel = 0;
  2662. auto caster = activeStack->attackerOwned ? attackingHeroInstance : defendingHeroInstance;
  2663. if (caster)
  2664. schoolLevel = caster->getSpellSchoolLevel(&spToCast);
  2665. // printing shaded hex(es)
  2666. auto shaded = spToCast.rangeInHexes(currentlyHoveredHex, schoolLevel, curInt->cb->battleGetMySide());
  2667. for(BattleHex shadedHex : shaded)
  2668. {
  2669. if ((shadedHex.getX() != 0) && (shadedHex.getX() != GameConstants::BFIELD_WIDTH -1))
  2670. showHighlightedHex(to, shadedHex);
  2671. }
  2672. }
  2673. else if (active)//always highlight pointed hex
  2674. {
  2675. if (currentlyHoveredHex.getX() != 0
  2676. && currentlyHoveredHex.getX() != GameConstants::BFIELD_WIDTH - 1)
  2677. showHighlightedHex(to, currentlyHoveredHex);
  2678. }
  2679. }
  2680. }
  2681. }
  2682. if(activeStack && settings["battle"]["stackRange"].Bool())
  2683. {
  2684. std::set<BattleHex> set = curInt->cb->battleGetAttackedHexes(activeStack, currentlyHoveredHex, attackingHex);
  2685. for(BattleHex hex : set)
  2686. showHighlightedHex(to, hex);
  2687. // display the movement shadow of the stack at b (i.e. stack under mouse)
  2688. const CStack * const shere = curInt->cb->battleGetStackByPos(currentlyHoveredHex, false);
  2689. if (shere && shere != activeStack && shere->alive())
  2690. {
  2691. std::vector<BattleHex> v = curInt->cb->battleGetAvailableHexes(shere, true );
  2692. for (BattleHex hex : v)
  2693. showHighlightedHex(to, hex);
  2694. }
  2695. }
  2696. }
  2697. void CBattleInterface::showHighlightedHex(SDL_Surface * to, BattleHex hex)
  2698. {
  2699. int x = 14 + (hex.getY() % 2 == 0 ? 22 : 0) + 44 * (hex.getX()) + pos.x;
  2700. int y = 86 + 42 * hex.getY() + pos.y;
  2701. SDL_Rect temp_rect = genRect (cellShade->h, cellShade->w, x, y);
  2702. CSDL_Ext::blit8bppAlphaTo24bpp (cellShade, nullptr, to, &temp_rect);
  2703. }
  2704. void CBattleInterface::showProjectiles(SDL_Surface * to)
  2705. {
  2706. assert(to);
  2707. std::list< std::list<ProjectileInfo>::iterator > toBeDeleted;
  2708. for(auto it = projectiles.begin(); it!=projectiles.end(); ++it)
  2709. {
  2710. // Check if projectile is already visible (shooter animation did the shot)
  2711. if (!it->shotDone)
  2712. {
  2713. // frame we're waiting for is reached OR animation has already finished
  2714. if (creAnims[it->stackID]->getCurrentFrame() >= it->animStartDelay ||
  2715. creAnims[it->stackID]->isShooting() == false)
  2716. {
  2717. //at this point projectile should become visible
  2718. creAnims[it->stackID]->pause(); // pause animation
  2719. it->shotDone = true;
  2720. }
  2721. else
  2722. continue; // wait...
  2723. }
  2724. SDL_Surface * image = idToProjectile[it->creID]->ourImages[it->frameNum].bitmap;
  2725. SDL_Rect dst;
  2726. dst.h = image->h;
  2727. dst.w = image->w;
  2728. dst.x = it->x - dst.w / 2;
  2729. dst.y = it->y - dst.h / 2;
  2730. if(it->reverse)
  2731. {
  2732. SDL_Surface * rev = CSDL_Ext::verticalFlip(image);
  2733. CSDL_Ext::blit8bppAlphaTo24bpp(rev, nullptr, to, &dst);
  2734. SDL_FreeSurface(rev);
  2735. }
  2736. else
  2737. {
  2738. CSDL_Ext::blit8bppAlphaTo24bpp(image, nullptr, to, &dst);
  2739. }
  2740. // Update projectile
  2741. ++it->step;
  2742. if(it->step == it->lastStep)
  2743. {
  2744. toBeDeleted.insert(toBeDeleted.end(), it);
  2745. }
  2746. else
  2747. {
  2748. if (it->catapultInfo)
  2749. {
  2750. // Parabolic shot of the trajectory, as follows: f(x) = ax^2 + bx + c
  2751. it->x += it->dx;
  2752. it->y = it->catapultInfo->calculateY(it->x);
  2753. ++(it->frameNum);
  2754. it->frameNum %= idToProjectile[it->creID]->ourImages.size();
  2755. }
  2756. else
  2757. {
  2758. // Normal projectile, just add the calculated "deltas" to the x and y positions.
  2759. it->x += it->dx;
  2760. it->y += it->dy;
  2761. }
  2762. }
  2763. }
  2764. for(auto & elem : toBeDeleted)
  2765. {
  2766. // resume animation
  2767. creAnims[elem->stackID]->play();
  2768. projectiles.erase(elem);
  2769. }
  2770. }
  2771. void CBattleInterface::showBattlefieldObjects(SDL_Surface * to)
  2772. {
  2773. auto showHexEntry = [&](BattleObjectsByHex::HexData & hex)
  2774. {
  2775. showPiecesOfWall(to, hex.walls);
  2776. showObstacles(to, hex.obstacles);
  2777. showAliveStacks(to, hex.alive);
  2778. showBattleEffects(to, hex.effects);
  2779. };
  2780. BattleObjectsByHex objects = sortObjectsByHex();
  2781. // dead stacks should be blit first
  2782. showStacks(to, objects.beforeAll.dead);
  2783. for( auto & data : objects.hex )
  2784. showStacks(to, data.dead);
  2785. showStacks(to, objects.afterAll.dead);
  2786. // display objects that must be blit before anything else (e.g. topmost walls)
  2787. showHexEntry(objects.beforeAll);
  2788. // show heroes after "beforeAll" - e.g. topmost wall in siege
  2789. if(attackingHero)
  2790. attackingHero->show(to);
  2791. if(defendingHero)
  2792. defendingHero->show(to);
  2793. // actual blit of most of objects, hex by hex
  2794. // NOTE: row-by-row blitting may be a better approach
  2795. for( auto & data : objects.hex )
  2796. showHexEntry(data);
  2797. // objects that must be blit *after* everything else - e.g. bottom tower or some spell effects
  2798. showHexEntry(objects.afterAll);
  2799. }
  2800. void CBattleInterface::showAliveStacks(SDL_Surface * to, std::vector<const CStack *> stacks)
  2801. {
  2802. auto isAmountBoxVisible = [&](const CStack * stack) -> bool
  2803. {
  2804. if (stack->hasBonusOfType(Bonus::SIEGE_WEAPON)) // siege weapons are always singular
  2805. return false;
  2806. if (curInt->curAction)
  2807. {
  2808. if (curInt->curAction->stackNumber == stack->ID) // stack is currently taking an action
  2809. return false;
  2810. if (curInt->curAction->actionType == Battle::WALK_AND_ATTACK && // stack is being targeted
  2811. stack->position == curInt->curAction->additionalInfo)
  2812. return false;
  2813. if (curInt->curAction->destinationTile == stack->position) // stack is moving
  2814. return false;
  2815. }
  2816. return true;
  2817. };
  2818. auto getEffectsPositivness = [&](const CStack * stack) -> int
  2819. {
  2820. int pos = 0;
  2821. for(auto & spellId : stack->activeSpells())
  2822. {
  2823. pos += CGI->spellh->objects[ spellId ]->positiveness;
  2824. }
  2825. return pos;
  2826. };
  2827. auto getAmountBoxBackground = [&](int positivness) -> SDL_Surface *
  2828. {
  2829. if (positivness > 0)
  2830. return amountPositive;
  2831. if (positivness < 0)
  2832. return amountNegative;
  2833. return amountEffNeutral;
  2834. };
  2835. showStacks(to, stacks); // Actual display of all stacks
  2836. for (auto & stack : stacks)
  2837. {
  2838. assert(stack);
  2839. //printing amount
  2840. if (isAmountBoxVisible(stack))
  2841. {
  2842. const BattleHex nextPos = stack->position + (stack->attackerOwned ? 1 : -1);
  2843. const bool edge = stack->position % GameConstants::BFIELD_WIDTH == (stack->attackerOwned ? GameConstants::BFIELD_WIDTH - 2 : 1);
  2844. const bool moveInside = !edge && !stackCountOutsideHexes[nextPos];
  2845. int xAdd = (stack->attackerOwned ? 220 : 202) +
  2846. (stack->doubleWide() ? 44 : 0) * (stack->attackerOwned ? +1 : -1) +
  2847. (moveInside ? amountNormal->w + 10 : 0) * (stack->attackerOwned ? -1 : +1);
  2848. int yAdd = 260 + ((stack->attackerOwned || moveInside) ? 0 : -15);
  2849. //blitting amount background box
  2850. SDL_Surface *amountBG = amountNormal;
  2851. if(!stack->getSpellBonuses()->empty())
  2852. amountBG = getAmountBoxBackground(getEffectsPositivness(stack));
  2853. SDL_Rect temp_rect = genRect(amountBG->h, amountBG->w, creAnims[stack->ID]->pos.x + xAdd, creAnims[stack->ID]->pos.y + yAdd);
  2854. SDL_BlitSurface(amountBG, nullptr, to, &temp_rect);
  2855. //blitting amount
  2856. Point textPos(creAnims[stack->ID]->pos.x + xAdd + amountNormal->w/2,
  2857. creAnims[stack->ID]->pos.y + yAdd + amountNormal->h/2);
  2858. graphics->fonts[FONT_TINY]->renderTextCenter(to, makeNumberShort(stack->count), Colors::WHITE, textPos);
  2859. }
  2860. }
  2861. }
  2862. void CBattleInterface::showStacks(SDL_Surface * to, std::vector<const CStack *> stacks)
  2863. {
  2864. for (const CStack * stack : stacks)
  2865. {
  2866. creAnims[stack->ID]->nextFrame(to, creDir[stack->ID]); // do actual blit
  2867. creAnims[stack->ID]->incrementFrame(float(GH.mainFPSmng->getElapsedMilliseconds()) / 1000);
  2868. }
  2869. }
  2870. void CBattleInterface::showObstacles(SDL_Surface *to, std::vector<shared_ptr<const CObstacleInstance> > &obstacles)
  2871. {
  2872. for (auto & obstacle : obstacles)
  2873. {
  2874. SDL_Surface *toBlit = getObstacleImage(*obstacle);
  2875. Point p = getObstaclePosition(toBlit, *obstacle);
  2876. blitAt(toBlit, p.x, p.y, to);
  2877. }
  2878. }
  2879. void CBattleInterface::showBattleEffects(SDL_Surface *to, const std::vector<const BattleEffect *> &battleEffects)
  2880. {
  2881. for(auto & elem : battleEffects)
  2882. {
  2883. int currentFrame = floor(elem->currentFrame);
  2884. currentFrame %= elem->anim->ourImages.size();
  2885. SDL_Surface * bitmapToBlit = elem->anim->ourImages[currentFrame].bitmap;
  2886. SDL_Rect temp_rect = genRect(bitmapToBlit->h, bitmapToBlit->w, elem->x, elem->y);
  2887. SDL_BlitSurface(bitmapToBlit, nullptr, to, &temp_rect);
  2888. }
  2889. }
  2890. void CBattleInterface::showInterface(SDL_Surface * to)
  2891. {
  2892. blitAt(menu, pos.x, 556 + pos.y, to);
  2893. if(tacticsMode)
  2894. {
  2895. btactNext->showAll(to);
  2896. btactEnd->showAll(to);
  2897. }
  2898. else
  2899. {
  2900. console->showAll(to);
  2901. bConsoleUp->showAll(to);
  2902. bConsoleDown->showAll(to);
  2903. }
  2904. //showing buttons
  2905. bOptions->showAll(to);
  2906. bSurrender->showAll(to);
  2907. bFlee->showAll(to);
  2908. bAutofight->showAll(to);
  2909. bSpell->showAll(to);
  2910. bWait->showAll(to);
  2911. bDefence->showAll(to);
  2912. //showing in-game console
  2913. LOCPLINT->cingconsole->show(to);
  2914. Rect posWithQueue = Rect(pos.x, pos.y, 800, 600);
  2915. if(settings["battle"]["showQueue"].Bool())
  2916. {
  2917. if(!queue->embedded)
  2918. {
  2919. posWithQueue.y -= queue->pos.h;
  2920. posWithQueue.h += queue->pos.h;
  2921. }
  2922. //showing queue
  2923. if(!bresult)
  2924. queue->showAll(to);
  2925. else
  2926. queue->blitBg(to);
  2927. }
  2928. //printing border around interface
  2929. if(screen->w != 800 || screen->h !=600)
  2930. {
  2931. CMessage::drawBorder(curInt->playerID,to,posWithQueue.w + 28, posWithQueue.h + 28, posWithQueue.x-14, posWithQueue.y-15);
  2932. }
  2933. }
  2934. BattleObjectsByHex CBattleInterface::sortObjectsByHex()
  2935. {
  2936. auto getCurrentPosition = [&](const CStack * stack) -> BattleHex
  2937. {
  2938. for (auto & anim : pendingAnims)
  2939. {
  2940. // certainly ugly workaround but fixes quite annoying bug
  2941. // stack position will be updated only *after* movement is finished
  2942. // before this - stack is always at its initial position. Thus we need to find
  2943. // its current position. Which can be found only in this class
  2944. if (CMovementAnimation * move = dynamic_cast<CMovementAnimation*>(anim.first))
  2945. {
  2946. if (move->stack == stack)
  2947. return move->nextHex;
  2948. }
  2949. }
  2950. return stack->position;
  2951. };
  2952. BattleObjectsByHex sorted;
  2953. // Sort creatures
  2954. for (auto & stack : curInt->cb->battleGetAllStacks())
  2955. {
  2956. if(creAnims.find(stack->ID) == creAnims.end()) //e.g. for summoned but not yet handled stacks
  2957. continue;
  2958. if (stack->position < 0) // turret shooters are handled separately
  2959. continue;
  2960. if(!creAnims[stack->ID]->isDead())
  2961. {
  2962. if (!creAnims[stack->ID]->isMoving())
  2963. sorted.hex[stack->position].alive.push_back(stack);
  2964. else
  2965. {
  2966. // flying creature - just blit them over everyone else
  2967. if (stack->hasBonusOfType(Bonus::FLYING))
  2968. sorted.afterAll.alive.push_back(stack);
  2969. else//try to find current location
  2970. sorted.hex[getCurrentPosition(stack)].alive.push_back(stack);
  2971. }
  2972. }
  2973. else
  2974. sorted.hex[stack->position].dead.push_back(stack);
  2975. }
  2976. // Sort battle effects (spells)
  2977. for (auto & battleEffect : battleEffects)
  2978. {
  2979. if(battleEffect.position.isValid())
  2980. sorted.hex[battleEffect.position].effects.push_back(&battleEffect);
  2981. else
  2982. sorted.afterAll.effects.push_back(&battleEffect);
  2983. }
  2984. // Sort obstacles
  2985. for(auto & obstacle : curInt->cb->battleGetAllObstacles())
  2986. {
  2987. if(obstacle->obstacleType != CObstacleInstance::ABSOLUTE_OBSTACLE
  2988. && obstacle->obstacleType != CObstacleInstance::MOAT)
  2989. {
  2990. sorted.hex[obstacle->pos].obstacles.push_back(obstacle);
  2991. }
  2992. }
  2993. // Sort wall parts
  2994. if (siegeH)
  2995. {
  2996. sorted.beforeAll.walls.push_back(1); // 1. background wall
  2997. sorted.hex[135].walls.push_back(2); // 2. keep
  2998. sorted.afterAll.walls.push_back(3); // 3. bottom tower
  2999. sorted.hex[182].walls.push_back(4); // 4. bottom wall
  3000. sorted.hex[130].walls.push_back(5); // 5. wall below gate,
  3001. sorted.hex[62].walls.push_back(6); // 6. wall over gate
  3002. sorted.hex[12].walls.push_back(7); // 7. upper wall
  3003. sorted.beforeAll.walls.push_back(8); // 8. upper tower
  3004. //sorted.hex[94].walls.push_back(9); // 9. gate // Not implemented it seems
  3005. sorted.hex[112].walls.push_back(10); // 10. gate arch
  3006. sorted.hex[165].walls.push_back(11); // 11. bottom static wall
  3007. sorted.hex[45].walls.push_back(12); // 12. upper static wall
  3008. if (siegeH && siegeH->town->hasBuilt(BuildingID::CITADEL))
  3009. {
  3010. sorted.beforeAll.walls.push_back(13); // 13. moat
  3011. //sorted.beforeAll.walls.push_back(14); // 14. mlip (moat background terrain), blit as absolute obstacle
  3012. sorted.hex[135].walls.push_back(15); // 15. keep turret cover
  3013. }
  3014. if (siegeH && siegeH->town->hasBuilt(BuildingID::CASTLE))
  3015. {
  3016. sorted.afterAll.walls.push_back(16); // 16. lower turret cover
  3017. sorted.beforeAll.walls.push_back(17); // 17. upper turret cover
  3018. }
  3019. }
  3020. return sorted;
  3021. }
  3022. void CBattleInterface::updateBattleAnimations()
  3023. {
  3024. //handle animations
  3025. for(auto & elem : pendingAnims)
  3026. {
  3027. if(!elem.first) //this animation should be deleted
  3028. continue;
  3029. if(!elem.second)
  3030. {
  3031. elem.second = elem.first->init();
  3032. }
  3033. if(elem.second && elem.first)
  3034. elem.first->nextFrame();
  3035. }
  3036. //delete anims
  3037. int preSize = pendingAnims.size();
  3038. for(auto it = pendingAnims.begin(); it != pendingAnims.end(); ++it)
  3039. {
  3040. if(it->first == nullptr)
  3041. {
  3042. pendingAnims.erase(it);
  3043. it = pendingAnims.begin();
  3044. break;
  3045. }
  3046. }
  3047. if(preSize > 0 && pendingAnims.empty())
  3048. {
  3049. //anims ended
  3050. blockUI(activeStack == nullptr);
  3051. animsAreDisplayed.setn(false);
  3052. }
  3053. }
  3054. SDL_Surface * CBattleInterface::getObstacleImage(const CObstacleInstance &oi)
  3055. {
  3056. int frameIndex = (animCount+1) * 25 / getAnimSpeed();
  3057. switch(oi.obstacleType)
  3058. {
  3059. case CObstacleInstance::USUAL:
  3060. return vstd::circularAt(idToObstacle.find(oi.ID)->second->ourImages, frameIndex).bitmap;
  3061. case CObstacleInstance::ABSOLUTE_OBSTACLE:
  3062. return idToAbsoluteObstacle.find(oi.ID)->second;
  3063. case CObstacleInstance::QUICKSAND:
  3064. return vstd::circularAt(quicksand->ourImages, frameIndex).bitmap;
  3065. case CObstacleInstance::LAND_MINE:
  3066. return vstd::circularAt(landMine->ourImages, frameIndex).bitmap;
  3067. case CObstacleInstance::FIRE_WALL:
  3068. return vstd::circularAt(fireWall->ourImages, frameIndex).bitmap;
  3069. case CObstacleInstance::FORCE_FIELD:
  3070. {
  3071. auto &forceField = dynamic_cast<const SpellCreatedObstacle &>(oi);
  3072. if(forceField.getAffectedTiles().size() > 2)
  3073. return vstd::circularAt(bigForceField[forceField.casterSide]->ourImages, frameIndex).bitmap;
  3074. else
  3075. return vstd::circularAt(smallForceField[forceField.casterSide]->ourImages, frameIndex).bitmap;
  3076. }
  3077. case CObstacleInstance::MOAT://moat is blitted by SiegeHelper, this shouldn't be called
  3078. default:
  3079. assert(0);
  3080. return nullptr;
  3081. }
  3082. }
  3083. Point CBattleInterface::getObstaclePosition(SDL_Surface *image, const CObstacleInstance &obstacle)
  3084. {
  3085. int offset = image->h % 42;
  3086. if(obstacle.obstacleType == CObstacleInstance::USUAL)
  3087. {
  3088. if(obstacle.getInfo().blockedTiles.front() < 0 || offset > 37) //second or part is for holy ground ID=62,65,63
  3089. offset -= 42;
  3090. }
  3091. else if(obstacle.obstacleType == CObstacleInstance::QUICKSAND)
  3092. {
  3093. offset -= 42;
  3094. }
  3095. Rect r = hexPosition(obstacle.pos);
  3096. r.y += 42 - image->h + offset;
  3097. return r.topLeft();
  3098. }
  3099. void CBattleInterface::redrawBackgroundWithHexes(const CStack * activeStack)
  3100. {
  3101. attackableHexes.clear();
  3102. if (activeStack)
  3103. occupyableHexes = curInt->cb->battleGetAvailableHexes(activeStack, true, &attackableHexes);
  3104. curInt->cb->battleGetStackCountOutsideHexes(stackCountOutsideHexes);
  3105. //preparating background graphic with hexes and shaded hexes
  3106. blitAt(background, 0, 0, backgroundWithHexes);
  3107. //draw absolute obstacles (cliffs and so on)
  3108. for(auto &oi : curInt->cb->battleGetAllObstacles())
  3109. {
  3110. if(oi->obstacleType == CObstacleInstance::ABSOLUTE_OBSTACLE/* || oi.obstacleType == CObstacleInstance::MOAT*/)
  3111. blitAt(getObstacleImage(*oi), oi->getInfo().width, oi->getInfo().height, backgroundWithHexes);
  3112. }
  3113. if(settings["battle"]["cellBorders"].Bool())
  3114. CSDL_Ext::blit8bppAlphaTo24bpp(cellBorders, nullptr, backgroundWithHexes, nullptr);
  3115. if(settings["battle"]["stackRange"].Bool())
  3116. {
  3117. std::vector<BattleHex> hexesToShade = occupyableHexes;
  3118. hexesToShade.insert(hexesToShade.end(), attackableHexes.begin(), attackableHexes.end());
  3119. for(BattleHex hex : hexesToShade)
  3120. {
  3121. int i = hex.getY(); //row
  3122. int j = hex.getX()-1; //column
  3123. int x = 58 + (i%2==0 ? 22 : 0) + 44*j;
  3124. int y = 86 + 42 * i;
  3125. SDL_Rect temp_rect = genRect(cellShade->h, cellShade->w, x, y);
  3126. CSDL_Ext::blit8bppAlphaTo24bpp(cellShade, nullptr, backgroundWithHexes, &temp_rect);
  3127. }
  3128. }
  3129. }
  3130. void CBattleInterface::showPiecesOfWall(SDL_Surface * to, std::vector<int> pieces)
  3131. {
  3132. if(!siegeH)
  3133. return;
  3134. for (auto piece : pieces)
  3135. {
  3136. if (piece < 15) // not a tower - just print
  3137. siegeH->printPartOfWall(to, piece);
  3138. else // tower. find if tower is built and not destroyed - stack is present
  3139. {
  3140. // PieceID StackID
  3141. // 15 = keep, -2
  3142. // 16 = lower, -3
  3143. // 17 = upper, -4
  3144. // tower. check if tower is alive - stack is found
  3145. int stackPos = 13 - piece;
  3146. const CStack *turret = nullptr;
  3147. for(auto & stack : curInt->cb->battleGetAllStacks(true))
  3148. {
  3149. if(stack->position == stackPos)
  3150. {
  3151. turret = stack;
  3152. break;
  3153. }
  3154. }
  3155. if (turret)
  3156. {
  3157. std::vector<const CStack *> stackList(1, turret);
  3158. showStacks(to, stackList);
  3159. siegeH->printPartOfWall(to, piece);
  3160. }
  3161. }
  3162. }
  3163. }