CBattleInterface.cpp 114 KB

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  1. /*
  2. * CBattleInterface.cpp, part of VCMI engine
  3. *
  4. * Authors: listed in file AUTHORS in main folder
  5. *
  6. * License: GNU General Public License v2.0 or later
  7. * Full text of license available in license.txt file, in main folder
  8. *
  9. */
  10. #include "StdInc.h"
  11. #include "CBattleInterface.h"
  12. #include "CBattleAnimations.h"
  13. #include "CBattleInterfaceClasses.h"
  14. #include "CCreatureAnimation.h"
  15. #include "../CBitmapHandler.h"
  16. #include "../CGameInfo.h"
  17. #include "../CMessage.h"
  18. #include "../CMT.h"
  19. #include "../CMusicHandler.h"
  20. #include "../CPlayerInterface.h"
  21. #include "../CVideoHandler.h"
  22. #include "../Graphics.h"
  23. #include "../gui/CAnimation.h"
  24. #include "../gui/CCursorHandler.h"
  25. #include "../gui/CGuiHandler.h"
  26. #include "../gui/SDL_Extensions.h"
  27. #include "../windows/CAdvmapInterface.h"
  28. #include "../windows/CCreatureWindow.h"
  29. #include "../windows/CSpellWindow.h"
  30. #include "../../CCallback.h"
  31. #include "../../lib/CStack.h"
  32. #include "../../lib/CConfigHandler.h"
  33. #include "../../lib/CGeneralTextHandler.h"
  34. #include "../../lib/CHeroHandler.h"
  35. #include "../../lib/CondSh.h"
  36. #include "../../lib/CRandomGenerator.h"
  37. #include "../../lib/spells/CSpellHandler.h"
  38. #include "../../lib/spells/ISpellMechanics.h"
  39. #include "../../lib/spells/Problem.h"
  40. #include "../../lib/CTownHandler.h"
  41. #include "../../lib/BattleFieldHandler.h"
  42. #include "../../lib/ObstacleHandler.h"
  43. #include "../../lib/CGameState.h"
  44. #include "../../lib/mapping/CMap.h"
  45. #include "../../lib/NetPacks.h"
  46. #include "../../lib/UnlockGuard.h"
  47. CondSh<bool> CBattleInterface::animsAreDisplayed(false);
  48. CondSh<BattleAction *> CBattleInterface::givenCommand(nullptr);
  49. static void onAnimationFinished(const CStack *stack, std::weak_ptr<CCreatureAnimation> anim)
  50. {
  51. std::shared_ptr<CCreatureAnimation> animation = anim.lock();
  52. if(!animation)
  53. return;
  54. if (animation->isIdle())
  55. {
  56. const CCreature *creature = stack->getCreature();
  57. if (animation->framesInGroup(CCreatureAnim::MOUSEON) > 0)
  58. {
  59. if (CRandomGenerator::getDefault().nextDouble(99.0) < creature->animation.timeBetweenFidgets *10)
  60. animation->playOnce(CCreatureAnim::MOUSEON);
  61. else
  62. animation->setType(CCreatureAnim::HOLDING);
  63. }
  64. else
  65. {
  66. animation->setType(CCreatureAnim::HOLDING);
  67. }
  68. }
  69. // always reset callback
  70. animation->onAnimationReset += std::bind(&onAnimationFinished, stack, anim);
  71. }
  72. static void transformPalette(SDL_Surface *surf, double rCor, double gCor, double bCor)
  73. {
  74. SDL_Color *colorsToChange = surf->format->palette->colors;
  75. for (int g=0; g<surf->format->palette->ncolors; ++g)
  76. {
  77. SDL_Color *color = &colorsToChange[g];
  78. if (color->b != 132 &&
  79. color->g != 231 &&
  80. color->r != 255) //it's not yellow border
  81. {
  82. color->r = static_cast<Uint8>(color->r * rCor);
  83. color->g = static_cast<Uint8>(color->g * gCor);
  84. color->b = static_cast<Uint8>(color->b * bCor);
  85. }
  86. }
  87. }
  88. void CBattleInterface::addNewAnim(CBattleAnimation *anim)
  89. {
  90. pendingAnims.push_back( std::make_pair(anim, false) );
  91. animsAreDisplayed.setn(true);
  92. }
  93. CBattleInterface::CBattleInterface(const CCreatureSet *army1, const CCreatureSet *army2,
  94. const CGHeroInstance *hero1, const CGHeroInstance *hero2,
  95. const SDL_Rect & myRect,
  96. std::shared_ptr<CPlayerInterface> att, std::shared_ptr<CPlayerInterface> defen, std::shared_ptr<CPlayerInterface> spectatorInt)
  97. : background(nullptr), attackingHeroInstance(hero1), defendingHeroInstance(hero2), animCount(0),
  98. activeStack(nullptr), mouseHoveredStack(nullptr), stackToActivate(nullptr), selectedStack(nullptr), previouslyHoveredHex(-1),
  99. currentlyHoveredHex(-1), attackingHex(-1), stackCanCastSpell(false), creatureCasting(false), spellDestSelectMode(false), spellToCast(nullptr), sp(nullptr),
  100. creatureSpellToCast(-1),
  101. siegeH(nullptr), attackerInt(att), defenderInt(defen), curInt(att), animIDhelper(0),
  102. myTurn(false), moveStarted(false), moveSoundHander(-1), bresult(nullptr), battleActionsStarted(false)
  103. {
  104. OBJ_CONSTRUCTION;
  105. if(spectatorInt)
  106. {
  107. curInt = spectatorInt;
  108. }
  109. else if(!curInt)
  110. {
  111. //May happen when we are defending during network MP game -> attacker interface is just not present
  112. curInt = defenderInt;
  113. }
  114. animsAreDisplayed.setn(false);
  115. pos = myRect;
  116. strongInterest = true;
  117. givenCommand.setn(nullptr);
  118. //hot-seat -> check tactics for both players (defender may be local human)
  119. if(attackerInt && attackerInt->cb->battleGetTacticDist())
  120. tacticianInterface = attackerInt;
  121. else if(defenderInt && defenderInt->cb->battleGetTacticDist())
  122. tacticianInterface = defenderInt;
  123. //if we found interface of player with tactics, then enter tactics mode
  124. tacticsMode = static_cast<bool>(tacticianInterface);
  125. //create stack queue
  126. bool embedQueue;
  127. std::string queueSize = settings["battle"]["queueSize"].String();
  128. if(queueSize == "auto")
  129. embedQueue = screen->h < 700;
  130. else
  131. embedQueue = screen->h < 700 || queueSize == "small";
  132. queue = std::make_shared<CStackQueue>(embedQueue, this);
  133. if(!embedQueue)
  134. {
  135. if (settings["battle"]["showQueue"].Bool())
  136. pos.y += queue->pos.h / 2; //center whole window
  137. queue->moveTo(Point(pos.x, pos.y - queue->pos.h));
  138. }
  139. queue->update();
  140. //preparing siege info
  141. const CGTownInstance *town = curInt->cb->battleGetDefendedTown();
  142. if(town && town->hasFort())
  143. {
  144. siegeH = new SiegeHelper(town, this);
  145. }
  146. CPlayerInterface::battleInt = this;
  147. //initializing armies
  148. this->army1 = army1;
  149. this->army2 = army2;
  150. std::vector<const CStack*> stacks = curInt->cb->battleGetAllStacks(true);
  151. for(const CStack * s : stacks)
  152. {
  153. unitAdded(s);
  154. }
  155. //preparing menu background and terrain
  156. if(siegeH)
  157. {
  158. background = BitmapHandler::loadBitmap( siegeH->getSiegeName(0), false );
  159. ui8 siegeLevel = curInt->cb->battleGetSiegeLevel();
  160. if (siegeLevel >= 2) //citadel or castle
  161. {
  162. //print moat/mlip
  163. SDL_Surface *moat = BitmapHandler::loadBitmap( siegeH->getSiegeName(13) ),
  164. * mlip = BitmapHandler::loadBitmap( siegeH->getSiegeName(14) );
  165. auto & info = siegeH->town->town->clientInfo;
  166. Point moatPos(info.siegePositions[13].x, info.siegePositions[13].y);
  167. Point mlipPos(info.siegePositions[14].x, info.siegePositions[14].y);
  168. if (moat) //eg. tower has no moat
  169. blitAt(moat, moatPos.x,moatPos.y, background);
  170. if (mlip) //eg. tower has no mlip
  171. blitAt(mlip, mlipPos.x, mlipPos.y, background);
  172. SDL_FreeSurface(moat);
  173. SDL_FreeSurface(mlip);
  174. }
  175. }
  176. else
  177. {
  178. auto bfieldType = curInt->cb->battleGetBattlefieldType();
  179. if(bfieldType == BattleField::NONE)
  180. {
  181. logGlobal->error("Invalid battlefield returned for current battle");
  182. }
  183. else
  184. {
  185. background = BitmapHandler::loadBitmap(bfieldType.getInfo()->graphics, false);
  186. }
  187. }
  188. //preparing graphics for displaying amounts of creatures
  189. amountNormal = BitmapHandler::loadBitmap("CMNUMWIN.BMP");
  190. CSDL_Ext::alphaTransform(amountNormal);
  191. transformPalette(amountNormal, 0.59, 0.19, 0.93);
  192. amountPositive = BitmapHandler::loadBitmap("CMNUMWIN.BMP");
  193. CSDL_Ext::alphaTransform(amountPositive);
  194. transformPalette(amountPositive, 0.18, 1.00, 0.18);
  195. amountNegative = BitmapHandler::loadBitmap("CMNUMWIN.BMP");
  196. CSDL_Ext::alphaTransform(amountNegative);
  197. transformPalette(amountNegative, 1.00, 0.18, 0.18);
  198. amountEffNeutral = BitmapHandler::loadBitmap("CMNUMWIN.BMP");
  199. CSDL_Ext::alphaTransform(amountEffNeutral);
  200. transformPalette(amountEffNeutral, 1.00, 1.00, 0.18);
  201. //preparing buttons and console
  202. bOptions = std::make_shared<CButton>(Point( 3, 561), "icm003.def", CGI->generaltexth->zelp[381], std::bind(&CBattleInterface::bOptionsf,this), SDLK_o);
  203. bSurrender = std::make_shared<CButton>(Point( 54, 561), "icm001.def", CGI->generaltexth->zelp[379], std::bind(&CBattleInterface::bSurrenderf,this), SDLK_s);
  204. bFlee = std::make_shared<CButton>(Point(105, 561), "icm002.def", CGI->generaltexth->zelp[380], std::bind(&CBattleInterface::bFleef,this), SDLK_r);
  205. bAutofight = std::make_shared<CButton>(Point(157, 561), "icm004.def", CGI->generaltexth->zelp[382], std::bind(&CBattleInterface::bAutofightf,this), SDLK_a);
  206. bSpell = std::make_shared<CButton>(Point(645, 561), "icm005.def", CGI->generaltexth->zelp[385], std::bind(&CBattleInterface::bSpellf,this), SDLK_c);
  207. bWait = std::make_shared<CButton>(Point(696, 561), "icm006.def", CGI->generaltexth->zelp[386], std::bind(&CBattleInterface::bWaitf,this), SDLK_w);
  208. bDefence = std::make_shared<CButton>(Point(747, 561), "icm007.def", CGI->generaltexth->zelp[387], std::bind(&CBattleInterface::bDefencef,this), SDLK_d);
  209. bDefence->assignedKeys.insert(SDLK_SPACE);
  210. bConsoleUp = std::make_shared<CButton>(Point(624, 561), "ComSlide.def", std::make_pair("", ""), std::bind(&CBattleInterface::bConsoleUpf,this), SDLK_UP);
  211. bConsoleDown = std::make_shared<CButton>(Point(624, 580), "ComSlide.def", std::make_pair("", ""), std::bind(&CBattleInterface::bConsoleDownf,this), SDLK_DOWN);
  212. bConsoleUp->setImageOrder(0, 1, 0, 0);
  213. bConsoleDown->setImageOrder(2, 3, 2, 2);
  214. console = std::make_shared<CBattleConsole>();
  215. console->pos.x += 211;
  216. console->pos.y += 560;
  217. console->pos.w = 406;
  218. console->pos.h = 38;
  219. if(tacticsMode)
  220. {
  221. btactNext = std::make_shared<CButton>(Point(213, 560), "icm011.def", std::make_pair("", ""), [&](){ bTacticNextStack(nullptr);}, SDLK_SPACE);
  222. btactEnd = std::make_shared<CButton>(Point(419, 560), "icm012.def", std::make_pair("", ""), [&](){ bEndTacticPhase();}, SDLK_RETURN);
  223. menu = BitmapHandler::loadBitmap("COPLACBR.BMP");
  224. }
  225. else
  226. {
  227. menu = BitmapHandler::loadBitmap("CBAR.BMP");
  228. }
  229. graphics->blueToPlayersAdv(menu, curInt->playerID);
  230. //loading hero animations
  231. if(hero1) // attacking hero
  232. {
  233. std::string battleImage;
  234. if(!hero1->type->battleImage.empty())
  235. {
  236. battleImage = hero1->type->battleImage;
  237. }
  238. else
  239. {
  240. if(hero1->sex)
  241. battleImage = hero1->type->heroClass->imageBattleFemale;
  242. else
  243. battleImage = hero1->type->heroClass->imageBattleMale;
  244. }
  245. attackingHero = std::make_shared<CBattleHero>(battleImage, false, hero1->tempOwner, hero1->tempOwner == curInt->playerID ? hero1 : nullptr, this);
  246. auto img = attackingHero->animation->getImage(0, 0, true);
  247. if(img)
  248. attackingHero->pos = genRect(img->height(), img->width(), pos.x - 43, pos.y - 19);
  249. }
  250. if(hero2) // defending hero
  251. {
  252. std::string battleImage;
  253. if(!hero2->type->battleImage.empty())
  254. {
  255. battleImage = hero2->type->battleImage;
  256. }
  257. else
  258. {
  259. if(hero2->sex)
  260. battleImage = hero2->type->heroClass->imageBattleFemale;
  261. else
  262. battleImage = hero2->type->heroClass->imageBattleMale;
  263. }
  264. defendingHero = std::make_shared<CBattleHero>(battleImage, true, hero2->tempOwner, hero2->tempOwner == curInt->playerID ? hero2 : nullptr, this);
  265. auto img = defendingHero->animation->getImage(0, 0, true);
  266. if(img)
  267. defendingHero->pos = genRect(img->height(), img->width(), pos.x + 693, pos.y - 19);
  268. }
  269. //preparing cells and hexes
  270. cellBorder = BitmapHandler::loadBitmap("CCELLGRD.BMP");
  271. CSDL_Ext::alphaTransform(cellBorder);
  272. cellShade = BitmapHandler::loadBitmap("CCELLSHD.BMP");
  273. CSDL_Ext::alphaTransform(cellShade);
  274. for (int h = 0; h < GameConstants::BFIELD_SIZE; ++h)
  275. {
  276. auto hex = std::make_shared<CClickableHex>();
  277. hex->myNumber = h;
  278. hex->pos = hexPosition(h);
  279. hex->accessible = true;
  280. hex->myInterface = this;
  281. bfield.push_back(hex);
  282. }
  283. //locking occupied positions on batlefield
  284. for(const CStack * s : stacks) //stacks gained at top of this function
  285. if(s->initialPosition >= 0) //turrets have position < 0
  286. bfield[s->getPosition()]->accessible = false;
  287. //preparing graphic with cell borders
  288. cellBorders = CSDL_Ext::newSurface(background->w, background->h, cellBorder);
  289. //copying palette
  290. for (int g=0; g<cellBorder->format->palette->ncolors; ++g) //we assume that cellBorders->format->palette->ncolors == 256
  291. {
  292. cellBorders->format->palette->colors[g] = cellBorder->format->palette->colors[g];
  293. }
  294. //palette copied
  295. for (int i=0; i<GameConstants::BFIELD_HEIGHT; ++i) //rows
  296. {
  297. for (int j=0; j<GameConstants::BFIELD_WIDTH-2; ++j) //columns
  298. {
  299. int x = 58 + (i%2==0 ? 22 : 0) + 44*j;
  300. int y = 86 + 42 *i;
  301. for (int cellX = 0; cellX < cellBorder->w; ++cellX)
  302. {
  303. for (int cellY = 0; cellY < cellBorder->h; ++cellY)
  304. {
  305. if (y+cellY < cellBorders->h && x+cellX < cellBorders->w)
  306. * ((Uint8*)cellBorders->pixels + (y+cellY) *cellBorders->pitch + (x+cellX)) |= *((Uint8*)cellBorder->pixels + cellY *cellBorder->pitch + cellX);
  307. }
  308. }
  309. }
  310. }
  311. backgroundWithHexes = CSDL_Ext::newSurface(background->w, background->h, screen);
  312. //preparing obstacle defs
  313. auto obst = curInt->cb->battleGetAllObstacles();
  314. for(auto & elem : obst)
  315. {
  316. if(elem->obstacleType == CObstacleInstance::USUAL)
  317. {
  318. std::string animationName = elem->getInfo().animation;
  319. auto cached = animationsCache.find(animationName);
  320. if(cached == animationsCache.end())
  321. {
  322. auto animation = std::make_shared<CAnimation>(animationName);
  323. animationsCache[animationName] = animation;
  324. obstacleAnimations[elem->uniqueID] = animation;
  325. animation->preload();
  326. }
  327. else
  328. {
  329. obstacleAnimations[elem->uniqueID] = cached->second;
  330. }
  331. }
  332. else if (elem->obstacleType == CObstacleInstance::ABSOLUTE_OBSTACLE)
  333. {
  334. std::string animationName = elem->getInfo().animation;
  335. auto cached = animationsCache.find(animationName);
  336. if(cached == animationsCache.end())
  337. {
  338. auto animation = std::make_shared<CAnimation>();
  339. animation->setCustom(animationName, 0, 0);
  340. animationsCache[animationName] = animation;
  341. obstacleAnimations[elem->uniqueID] = animation;
  342. animation->preload();
  343. }
  344. else
  345. {
  346. obstacleAnimations[elem->uniqueID] = cached->second;
  347. }
  348. }
  349. }
  350. for(auto hex : bfield)
  351. addChild(hex.get());
  352. if(tacticsMode)
  353. bTacticNextStack();
  354. CCS->musich->stopMusic();
  355. battleIntroSoundChannel = CCS->soundh->playSoundFromSet(CCS->soundh->battleIntroSounds);
  356. auto onIntroPlayed = [&]()
  357. {
  358. if(LOCPLINT->battleInt)
  359. {
  360. CCS->musich->playMusicFromSet("battle", true, true);
  361. battleActionsStarted = true;
  362. blockUI(settings["session"]["spectate"].Bool());
  363. battleIntroSoundChannel = -1;
  364. }
  365. };
  366. CCS->soundh->setCallback(battleIntroSoundChannel, onIntroPlayed);
  367. currentAction = PossiblePlayerBattleAction::INVALID;
  368. selectedAction = PossiblePlayerBattleAction::INVALID;
  369. addUsedEvents(RCLICK | MOVE | KEYBOARD);
  370. blockUI(true);
  371. }
  372. CBattleInterface::~CBattleInterface()
  373. {
  374. CPlayerInterface::battleInt = nullptr;
  375. givenCommand.cond.notify_all(); //that two lines should make any activeStack waiting thread to finish
  376. if (active) //dirty fix for #485
  377. {
  378. deactivate();
  379. }
  380. SDL_FreeSurface(background);
  381. SDL_FreeSurface(menu);
  382. SDL_FreeSurface(amountNormal);
  383. SDL_FreeSurface(amountNegative);
  384. SDL_FreeSurface(amountPositive);
  385. SDL_FreeSurface(amountEffNeutral);
  386. SDL_FreeSurface(cellBorders);
  387. SDL_FreeSurface(backgroundWithHexes);
  388. SDL_FreeSurface(cellBorder);
  389. SDL_FreeSurface(cellShade);
  390. delete siegeH;
  391. //TODO: play AI tracks if battle was during AI turn
  392. //if (!curInt->makingTurn)
  393. //CCS->musich->playMusicFromSet(CCS->musich->aiMusics, -1);
  394. if (adventureInt && adventureInt->selection)
  395. {
  396. const auto & terrain = *(LOCPLINT->cb->getTile(adventureInt->selection->visitablePos())->terType);
  397. CCS->musich->playMusicFromSet("terrain", terrain.name, true, false);
  398. }
  399. animsAreDisplayed.setn(false);
  400. }
  401. void CBattleInterface::setPrintCellBorders(bool set)
  402. {
  403. Settings cellBorders = settings.write["battle"]["cellBorders"];
  404. cellBorders->Bool() = set;
  405. redrawBackgroundWithHexes(activeStack);
  406. GH.totalRedraw();
  407. }
  408. void CBattleInterface::setPrintStackRange(bool set)
  409. {
  410. Settings stackRange = settings.write["battle"]["stackRange"];
  411. stackRange->Bool() = set;
  412. redrawBackgroundWithHexes(activeStack);
  413. GH.totalRedraw();
  414. }
  415. void CBattleInterface::setPrintMouseShadow(bool set)
  416. {
  417. Settings shadow = settings.write["battle"]["mouseShadow"];
  418. shadow->Bool() = set;
  419. }
  420. void CBattleInterface::activate()
  421. {
  422. if (curInt->isAutoFightOn)
  423. {
  424. bAutofight->activate();
  425. return;
  426. }
  427. CIntObject::activate();
  428. bOptions->activate();
  429. bSurrender->activate();
  430. bFlee->activate();
  431. bAutofight->activate();
  432. bSpell->activate();
  433. bWait->activate();
  434. bDefence->activate();
  435. if (attackingHero)
  436. attackingHero->activate();
  437. if (defendingHero)
  438. defendingHero->activate();
  439. for (auto hex : bfield)
  440. hex->activate();
  441. if (settings["battle"]["showQueue"].Bool())
  442. queue->activate();
  443. if (tacticsMode)
  444. {
  445. btactNext->activate();
  446. btactEnd->activate();
  447. }
  448. else
  449. {
  450. bConsoleUp->activate();
  451. bConsoleDown->activate();
  452. }
  453. LOCPLINT->cingconsole->activate();
  454. }
  455. void CBattleInterface::deactivate()
  456. {
  457. CIntObject::deactivate();
  458. bOptions->deactivate();
  459. bSurrender->deactivate();
  460. bFlee->deactivate();
  461. bAutofight->deactivate();
  462. bSpell->deactivate();
  463. bWait->deactivate();
  464. bDefence->deactivate();
  465. for (auto hex : bfield)
  466. hex->deactivate();
  467. if (attackingHero)
  468. attackingHero->deactivate();
  469. if (defendingHero)
  470. defendingHero->deactivate();
  471. if (settings["battle"]["showQueue"].Bool())
  472. queue->deactivate();
  473. if (tacticsMode)
  474. {
  475. btactNext->deactivate();
  476. btactEnd->deactivate();
  477. }
  478. else
  479. {
  480. bConsoleUp->deactivate();
  481. bConsoleDown->deactivate();
  482. }
  483. LOCPLINT->cingconsole->deactivate();
  484. }
  485. void CBattleInterface::keyPressed(const SDL_KeyboardEvent & key)
  486. {
  487. if(key.keysym.sym == SDLK_q && key.state == SDL_PRESSED)
  488. {
  489. if(settings["battle"]["showQueue"].Bool()) //hide queue
  490. hideQueue();
  491. else
  492. showQueue();
  493. }
  494. else if(key.keysym.sym == SDLK_f && key.state == SDL_PRESSED)
  495. {
  496. enterCreatureCastingMode();
  497. }
  498. else if(key.keysym.sym == SDLK_ESCAPE)
  499. {
  500. if(!battleActionsStarted)
  501. CCS->soundh->stopSound(battleIntroSoundChannel);
  502. else
  503. endCastingSpell();
  504. }
  505. }
  506. void CBattleInterface::mouseMoved(const SDL_MouseMotionEvent &sEvent)
  507. {
  508. auto hexItr = std::find_if(bfield.begin(), bfield.end(), [](std::shared_ptr<CClickableHex> hex)
  509. {
  510. return hex->hovered && hex->strictHovered;
  511. });
  512. handleHex(hexItr == bfield.end() ? -1 : (*hexItr)->myNumber, MOVE);
  513. }
  514. void CBattleInterface::setBattleCursor(const int myNumber)
  515. {
  516. const CClickableHex & hoveredHex = *bfield[myNumber];
  517. CCursorHandler *cursor = CCS->curh;
  518. const double subdividingAngle = 2.0*M_PI/6.0; // Divide a hex into six sectors.
  519. const double hexMidX = hoveredHex.pos.x + hoveredHex.pos.w/2.0;
  520. const double hexMidY = hoveredHex.pos.y + hoveredHex.pos.h/2.0;
  521. const double cursorHexAngle = M_PI - atan2(hexMidY - cursor->ypos, cursor->xpos - hexMidX) + subdividingAngle/2; //TODO: refactor this nightmare
  522. const double sector = fmod(cursorHexAngle/subdividingAngle, 6.0);
  523. const int zigzagCorrection = !((myNumber/GameConstants::BFIELD_WIDTH)%2); // Off-by-one correction needed to deal with the odd battlefield rows.
  524. std::vector<int> sectorCursor; // From left to bottom left.
  525. sectorCursor.push_back(8);
  526. sectorCursor.push_back(9);
  527. sectorCursor.push_back(10);
  528. sectorCursor.push_back(11);
  529. sectorCursor.push_back(12);
  530. sectorCursor.push_back(7);
  531. const bool doubleWide = activeStack->doubleWide();
  532. bool aboveAttackable = true, belowAttackable = true;
  533. // Exclude directions which cannot be attacked from.
  534. // Check to the left.
  535. if (myNumber%GameConstants::BFIELD_WIDTH <= 1 || !vstd::contains(occupyableHexes, myNumber - 1))
  536. {
  537. sectorCursor[0] = -1;
  538. }
  539. // Check top left, top right as well as above for 2-hex creatures.
  540. if (myNumber/GameConstants::BFIELD_WIDTH == 0)
  541. {
  542. sectorCursor[1] = -1;
  543. sectorCursor[2] = -1;
  544. aboveAttackable = false;
  545. }
  546. else
  547. {
  548. if (doubleWide)
  549. {
  550. bool attackRow[4] = {true, true, true, true};
  551. if (myNumber%GameConstants::BFIELD_WIDTH <= 1 || !vstd::contains(occupyableHexes, myNumber - GameConstants::BFIELD_WIDTH - 2 + zigzagCorrection))
  552. attackRow[0] = false;
  553. if (!vstd::contains(occupyableHexes, myNumber - GameConstants::BFIELD_WIDTH - 1 + zigzagCorrection))
  554. attackRow[1] = false;
  555. if (!vstd::contains(occupyableHexes, myNumber - GameConstants::BFIELD_WIDTH + zigzagCorrection))
  556. attackRow[2] = false;
  557. if (myNumber%GameConstants::BFIELD_WIDTH >= GameConstants::BFIELD_WIDTH - 2 || !vstd::contains(occupyableHexes, myNumber - GameConstants::BFIELD_WIDTH + 1 + zigzagCorrection))
  558. attackRow[3] = false;
  559. if (!(attackRow[0] && attackRow[1]))
  560. sectorCursor[1] = -1;
  561. if (!(attackRow[1] && attackRow[2]))
  562. aboveAttackable = false;
  563. if (!(attackRow[2] && attackRow[3]))
  564. sectorCursor[2] = -1;
  565. }
  566. else
  567. {
  568. if (!vstd::contains(occupyableHexes, myNumber - GameConstants::BFIELD_WIDTH - 1 + zigzagCorrection))
  569. sectorCursor[1] = -1;
  570. if (!vstd::contains(occupyableHexes, myNumber - GameConstants::BFIELD_WIDTH + zigzagCorrection))
  571. sectorCursor[2] = -1;
  572. }
  573. }
  574. // Check to the right.
  575. if (myNumber%GameConstants::BFIELD_WIDTH >= GameConstants::BFIELD_WIDTH - 2 || !vstd::contains(occupyableHexes, myNumber + 1))
  576. {
  577. sectorCursor[3] = -1;
  578. }
  579. // Check bottom right, bottom left as well as below for 2-hex creatures.
  580. if (myNumber/GameConstants::BFIELD_WIDTH == GameConstants::BFIELD_HEIGHT - 1)
  581. {
  582. sectorCursor[4] = -1;
  583. sectorCursor[5] = -1;
  584. belowAttackable = false;
  585. }
  586. else
  587. {
  588. if (doubleWide)
  589. {
  590. bool attackRow[4] = {true, true, true, true};
  591. if (myNumber%GameConstants::BFIELD_WIDTH <= 1 || !vstd::contains(occupyableHexes, myNumber + GameConstants::BFIELD_WIDTH - 2 + zigzagCorrection))
  592. attackRow[0] = false;
  593. if (!vstd::contains(occupyableHexes, myNumber + GameConstants::BFIELD_WIDTH - 1 + zigzagCorrection))
  594. attackRow[1] = false;
  595. if (!vstd::contains(occupyableHexes, myNumber + GameConstants::BFIELD_WIDTH + zigzagCorrection))
  596. attackRow[2] = false;
  597. if (myNumber%GameConstants::BFIELD_WIDTH >= GameConstants::BFIELD_WIDTH - 2 || !vstd::contains(occupyableHexes, myNumber + GameConstants::BFIELD_WIDTH + 1 + zigzagCorrection))
  598. attackRow[3] = false;
  599. if (!(attackRow[0] && attackRow[1]))
  600. sectorCursor[5] = -1;
  601. if (!(attackRow[1] && attackRow[2]))
  602. belowAttackable = false;
  603. if (!(attackRow[2] && attackRow[3]))
  604. sectorCursor[4] = -1;
  605. }
  606. else
  607. {
  608. if (!vstd::contains(occupyableHexes, myNumber + GameConstants::BFIELD_WIDTH + zigzagCorrection))
  609. sectorCursor[4] = -1;
  610. if (!vstd::contains(occupyableHexes, myNumber + GameConstants::BFIELD_WIDTH - 1 + zigzagCorrection))
  611. sectorCursor[5] = -1;
  612. }
  613. }
  614. // Determine index from sector.
  615. int cursorIndex;
  616. if (doubleWide)
  617. {
  618. sectorCursor.insert(sectorCursor.begin() + 5, belowAttackable ? 13 : -1);
  619. sectorCursor.insert(sectorCursor.begin() + 2, aboveAttackable ? 14 : -1);
  620. if (sector < 1.5)
  621. cursorIndex = static_cast<int>(sector);
  622. else if (sector >= 1.5 && sector < 2.5)
  623. cursorIndex = 2;
  624. else if (sector >= 2.5 && sector < 4.5)
  625. cursorIndex = (int) sector + 1;
  626. else if (sector >= 4.5 && sector < 5.5)
  627. cursorIndex = 6;
  628. else
  629. cursorIndex = (int) sector + 2;
  630. }
  631. else
  632. {
  633. cursorIndex = static_cast<int>(sector);
  634. }
  635. // Generally should NEVER happen, but to avoid the possibility of having endless loop below... [#1016]
  636. if (!vstd::contains_if (sectorCursor, [](int sc) { return sc != -1; }))
  637. {
  638. logGlobal->error("Error: for hex %d cannot find a hex to attack from!", myNumber);
  639. attackingHex = -1;
  640. return;
  641. }
  642. // Find the closest direction attackable, starting with the right one.
  643. // FIXME: Is this really how the original H3 client does it?
  644. int i = 0;
  645. while (sectorCursor[(cursorIndex + i)%sectorCursor.size()] == -1) //Why hast thou forsaken me?
  646. i = i <= 0 ? 1 - i : -i; // 0, 1, -1, 2, -2, 3, -3 etc..
  647. int index = (cursorIndex + i)%sectorCursor.size(); //hopefully we get elements from sectorCursor
  648. cursor->changeGraphic(ECursor::COMBAT, sectorCursor[index]);
  649. switch (index)
  650. {
  651. case 0:
  652. attackingHex = myNumber - 1; //left
  653. break;
  654. case 1:
  655. attackingHex = myNumber - GameConstants::BFIELD_WIDTH - 1 + zigzagCorrection; //top left
  656. break;
  657. case 2:
  658. attackingHex = myNumber - GameConstants::BFIELD_WIDTH + zigzagCorrection; //top right
  659. break;
  660. case 3:
  661. attackingHex = myNumber + 1; //right
  662. break;
  663. case 4:
  664. attackingHex = myNumber + GameConstants::BFIELD_WIDTH + zigzagCorrection; //bottom right
  665. break;
  666. case 5:
  667. attackingHex = myNumber + GameConstants::BFIELD_WIDTH - 1 + zigzagCorrection; //bottom left
  668. break;
  669. }
  670. BattleHex hex(attackingHex);
  671. if (!hex.isValid())
  672. attackingHex = -1;
  673. }
  674. void CBattleInterface::clickRight(tribool down, bool previousState)
  675. {
  676. if (!down)
  677. {
  678. endCastingSpell();
  679. }
  680. }
  681. void CBattleInterface::bOptionsf()
  682. {
  683. if (spellDestSelectMode) //we are casting a spell
  684. return;
  685. CCS->curh->changeGraphic(ECursor::ADVENTURE,0);
  686. Rect tempRect = genRect(431, 481, 160, 84);
  687. tempRect += pos.topLeft();
  688. GH.pushIntT<CBattleOptionsWindow>(tempRect, this);
  689. }
  690. void CBattleInterface::bSurrenderf()
  691. {
  692. if(spellDestSelectMode) //we are casting a spell
  693. return;
  694. int cost = curInt->cb->battleGetSurrenderCost();
  695. if(cost >= 0)
  696. {
  697. std::string enemyHeroName = curInt->cb->battleGetEnemyHero().name;
  698. if(enemyHeroName.empty())
  699. {
  700. logGlobal->warn("Surrender performed without enemy hero, should not happen!");
  701. enemyHeroName = "#ENEMY#";
  702. }
  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(); }, nullptr);
  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, nullptr); //Are you sure you want to retreat?
  715. }
  716. else
  717. {
  718. std::vector<std::shared_ptr<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(EActionType::RETREAT);
  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(EActionType::SURRENDER);
  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->trace("Stopping the autofight...");
  760. }
  761. else if(!curInt->autofightingAI)
  762. {
  763. curInt->isAutoFightOn = true;
  764. blockUI(true);
  765. auto ai = CDynLibHandler::getNewBattleAI(settings["server"]["friendlyAI"].String());
  766. ai->init(curInt->env, 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. if (!myTurn)
  778. return;
  779. auto myHero = currentHero();
  780. if(!myHero)
  781. return;
  782. CCS->curh->changeGraphic(ECursor::ADVENTURE,0);
  783. ESpellCastProblem::ESpellCastProblem spellCastProblem = curInt->cb->battleCanCastSpell(myHero, spells::Mode::HERO);
  784. if(spellCastProblem == ESpellCastProblem::OK)
  785. {
  786. GH.pushIntT<CSpellWindow>(myHero, curInt.get());
  787. }
  788. else if (spellCastProblem == ESpellCastProblem::MAGIC_IS_BLOCKED)
  789. {
  790. //TODO: move to spell mechanics, add more information to spell cast problem
  791. //Handle Orb of Inhibition-like effects -> we want to display dialog with info, why casting is impossible
  792. auto blockingBonus = currentHero()->getBonusLocalFirst(Selector::type()(Bonus::BLOCK_ALL_MAGIC));
  793. if (!blockingBonus)
  794. return;
  795. if (blockingBonus->source == Bonus::ARTIFACT)
  796. {
  797. const int32_t artID = blockingBonus->sid;
  798. //If we have artifact, put name of our hero. Otherwise assume it's the enemy.
  799. //TODO check who *really* is source of bonus
  800. std::string heroName = myHero->hasArt(artID) ? myHero->name : enemyHero().name;
  801. //%s wields the %s, an ancient artifact which creates a p dead to all magic.
  802. LOCPLINT->showInfoDialog(boost::str(boost::format(CGI->generaltexth->allTexts[683])
  803. % heroName % CGI->artifacts()->getByIndex(artID)->getName()));
  804. }
  805. }
  806. }
  807. void CBattleInterface::bWaitf()
  808. {
  809. if (spellDestSelectMode) //we are casting a spell
  810. return;
  811. if (activeStack != nullptr)
  812. giveCommand(EActionType::WAIT);
  813. }
  814. void CBattleInterface::bDefencef()
  815. {
  816. if (spellDestSelectMode) //we are casting a spell
  817. return;
  818. if (activeStack != nullptr)
  819. giveCommand(EActionType::DEFEND);
  820. }
  821. void CBattleInterface::bConsoleUpf()
  822. {
  823. if (spellDestSelectMode) //we are casting a spell
  824. return;
  825. console->scrollUp();
  826. }
  827. void CBattleInterface::bConsoleDownf()
  828. {
  829. if (spellDestSelectMode) //we are casting a spell
  830. return;
  831. console->scrollDown();
  832. }
  833. void CBattleInterface::unitAdded(const CStack * stack)
  834. {
  835. creDir[stack->ID] = stack->side == BattleSide::ATTACKER; // must be set before getting stack position
  836. Point coords = CClickableHex::getXYUnitAnim(stack->getPosition(), stack, this);
  837. if(stack->initialPosition < 0) //turret
  838. {
  839. const CCreature *turretCreature = CGI->creh->objects[siegeH->town->town->clientInfo.siegeShooter];
  840. creAnims[stack->ID] = AnimationControls::getAnimation(turretCreature);
  841. // Turret positions are read out of the config/wall_pos.txt
  842. int posID = 0;
  843. switch (stack->initialPosition)
  844. {
  845. case -2: // keep creature
  846. posID = 18;
  847. break;
  848. case -3: // bottom creature
  849. posID = 19;
  850. break;
  851. case -4: // upper creature
  852. posID = 20;
  853. break;
  854. }
  855. if (posID != 0)
  856. {
  857. coords.x = siegeH->town->town->clientInfo.siegePositions[posID].x + this->pos.x;
  858. coords.y = siegeH->town->town->clientInfo.siegePositions[posID].y + this->pos.y;
  859. }
  860. creAnims[stack->ID]->pos.h = 225;
  861. }
  862. else
  863. {
  864. creAnims[stack->ID] = AnimationControls::getAnimation(stack->getCreature());
  865. creAnims[stack->ID]->onAnimationReset += std::bind(&onAnimationFinished, stack, creAnims[stack->ID]);
  866. creAnims[stack->ID]->pos.h = creAnims[stack->ID]->getHeight();
  867. }
  868. creAnims[stack->ID]->pos.x = coords.x;
  869. creAnims[stack->ID]->pos.y = coords.y;
  870. creAnims[stack->ID]->pos.w = creAnims[stack->ID]->getWidth();
  871. creAnims[stack->ID]->setType(CCreatureAnim::HOLDING);
  872. //loading projectiles for units
  873. if(stack->isShooter())
  874. {
  875. initStackProjectile(stack);
  876. }
  877. }
  878. void CBattleInterface::initStackProjectile(const CStack * stack)
  879. {
  880. const CCreature * creature;//creature whose shots should be loaded
  881. if(stack->getCreature()->idNumber == CreatureID::ARROW_TOWERS)
  882. creature = CGI->creh->objects[siegeH->town->town->clientInfo.siegeShooter];
  883. else
  884. creature = stack->getCreature();
  885. std::shared_ptr<CAnimation> projectile = std::make_shared<CAnimation>(creature->animation.projectileImageName);
  886. projectile->preload();
  887. if(projectile->size(1) != 0)
  888. logAnim->error("Expected empty group 1 in stack projectile");
  889. else
  890. projectile->createFlippedGroup(0, 1);
  891. idToProjectile[stack->getCreature()->idNumber] = projectile;
  892. }
  893. void CBattleInterface::stackRemoved(uint32_t stackID)
  894. {
  895. if (activeStack != nullptr)
  896. {
  897. if (activeStack->ID == stackID)
  898. {
  899. BattleAction *action = new BattleAction();
  900. action->side = defendingHeroInstance ? (curInt->playerID == defendingHeroInstance->tempOwner) : false;
  901. action->actionType = EActionType::CANCEL;
  902. action->stackNumber = activeStack->ID;
  903. givenCommand.setn(action);
  904. setActiveStack(nullptr);
  905. }
  906. }
  907. //todo: ensure that ghost stack animation has fadeout effect
  908. redrawBackgroundWithHexes(activeStack);
  909. queue->update();
  910. }
  911. void CBattleInterface::stackActivated(const CStack *stack) //TODO: check it all before game state is changed due to abilities
  912. {
  913. stackToActivate = stack;
  914. waitForAnims();
  915. if (stackToActivate) //during waiting stack may have gotten activated through show
  916. activateStack();
  917. }
  918. void CBattleInterface::stackMoved(const CStack *stack, std::vector<BattleHex> destHex, int distance)
  919. {
  920. addNewAnim(new CMovementAnimation(this, stack, destHex, distance));
  921. waitForAnims();
  922. }
  923. void CBattleInterface::stacksAreAttacked(std::vector<StackAttackedInfo> attackedInfos)
  924. {
  925. for(auto & attackedInfo : attackedInfos)
  926. {
  927. //if (!attackedInfo.cloneKilled) //FIXME: play dead animation for cloned creature before it vanishes
  928. addNewAnim(new CDefenceAnimation(attackedInfo, this));
  929. if(attackedInfo.rebirth)
  930. {
  931. displayEffect(50, attackedInfo.defender->getPosition()); //TODO: play reverse death animation
  932. CCS->soundh->playSound(soundBase::RESURECT);
  933. }
  934. }
  935. waitForAnims();
  936. std::array<int, 2> killedBySide = {0, 0};
  937. int targets = 0;
  938. for(const StackAttackedInfo & attackedInfo : attackedInfos)
  939. {
  940. ++targets;
  941. ui8 side = attackedInfo.defender->side;
  942. killedBySide.at(side) += attackedInfo.amountKilled;
  943. }
  944. for(ui8 side = 0; side < 2; side++)
  945. {
  946. if(killedBySide.at(side) > killedBySide.at(1-side))
  947. setHeroAnimation(side, 2);
  948. else if(killedBySide.at(side) < killedBySide.at(1-side))
  949. setHeroAnimation(side, 3);
  950. }
  951. for (auto & attackedInfo : attackedInfos)
  952. {
  953. if (attackedInfo.rebirth)
  954. creAnims[attackedInfo.defender->ID]->setType(CCreatureAnim::HOLDING);
  955. if (attackedInfo.cloneKilled)
  956. stackRemoved(attackedInfo.defender->ID);
  957. }
  958. }
  959. void CBattleInterface::stackAttacking( const CStack *attacker, BattleHex dest, const CStack *attacked, bool shooting )
  960. {
  961. if (shooting)
  962. {
  963. addNewAnim(new CShootingAnimation(this, attacker, dest, attacked));
  964. }
  965. else
  966. {
  967. addNewAnim(new CMeleeAttackAnimation(this, attacker, dest, attacked));
  968. }
  969. //waitForAnims();
  970. }
  971. void CBattleInterface::newRoundFirst( int round )
  972. {
  973. waitForAnims();
  974. }
  975. void CBattleInterface::newRound(int number)
  976. {
  977. console->addText(CGI->generaltexth->allTexts[412]);
  978. }
  979. void CBattleInterface::giveCommand(EActionType action, BattleHex tile, si32 additional)
  980. {
  981. const CStack * actor = nullptr;
  982. if(action != EActionType::HERO_SPELL && action != EActionType::RETREAT && action != EActionType::SURRENDER)
  983. {
  984. actor = activeStack;
  985. }
  986. auto side = curInt->cb->playerToSide(curInt->playerID);
  987. if(!side)
  988. {
  989. logGlobal->error("Player %s is not in battle", curInt->playerID.getStr());
  990. return;
  991. }
  992. auto ba = new BattleAction(); //is deleted in CPlayerInterface::activeStack()
  993. ba->side = side.get();
  994. ba->actionType = action;
  995. ba->aimToHex(tile);
  996. ba->actionSubtype = additional;
  997. sendCommand(ba, actor);
  998. }
  999. void CBattleInterface::sendCommand(BattleAction *& command, const CStack * actor)
  1000. {
  1001. command->stackNumber = actor ? actor->unitId() : ((command->side == BattleSide::ATTACKER) ? -1 : -2);
  1002. if(!tacticsMode)
  1003. {
  1004. logGlobal->trace("Setting command for %s", (actor ? actor->nodeName() : "hero"));
  1005. myTurn = false;
  1006. setActiveStack(nullptr);
  1007. givenCommand.setn(command);
  1008. }
  1009. else
  1010. {
  1011. curInt->cb->battleMakeTacticAction(command);
  1012. vstd::clear_pointer(command);
  1013. setActiveStack(nullptr);
  1014. //next stack will be activated when action ends
  1015. }
  1016. }
  1017. bool CBattleInterface::isTileAttackable(const BattleHex & number) const
  1018. {
  1019. for (auto & elem : occupyableHexes)
  1020. {
  1021. if (BattleHex::mutualPosition(elem, number) != -1 || elem == number)
  1022. return true;
  1023. }
  1024. return false;
  1025. }
  1026. bool CBattleInterface::isCatapultAttackable(BattleHex hex) const
  1027. {
  1028. if (!siegeH || tacticsMode) return false;
  1029. auto wallPart = curInt->cb->battleHexToWallPart(hex);
  1030. if (!curInt->cb->isWallPartPotentiallyAttackable(wallPart)) return false;
  1031. auto state = curInt->cb->battleGetWallState(static_cast<int>(wallPart));
  1032. return state != EWallState::DESTROYED && state != EWallState::NONE;
  1033. }
  1034. const CGHeroInstance * CBattleInterface::getActiveHero()
  1035. {
  1036. const CStack *attacker = activeStack;
  1037. if(!attacker)
  1038. {
  1039. return nullptr;
  1040. }
  1041. if(attacker->side == BattleSide::ATTACKER)
  1042. {
  1043. return attackingHeroInstance;
  1044. }
  1045. return defendingHeroInstance;
  1046. }
  1047. void CBattleInterface::hexLclicked(int whichOne)
  1048. {
  1049. handleHex(whichOne, LCLICK);
  1050. }
  1051. void CBattleInterface::stackIsCatapulting(const CatapultAttack & ca)
  1052. {
  1053. if (ca.attacker != -1)
  1054. {
  1055. const CStack *stack = curInt->cb->battleGetStackByID(ca.attacker);
  1056. for (auto attackInfo : ca.attackedParts)
  1057. {
  1058. addNewAnim(new CShootingAnimation(this, stack, attackInfo.destinationTile, nullptr, true, attackInfo.damageDealt));
  1059. }
  1060. }
  1061. else
  1062. {
  1063. //no attacker stack, assume spell-related (earthquake) - only hit animation
  1064. for (auto attackInfo : ca.attackedParts)
  1065. {
  1066. Point destPos = CClickableHex::getXYUnitAnim(attackInfo.destinationTile, nullptr, this) + Point(99, 120);
  1067. addNewAnim(new CEffectAnimation(this, "SGEXPL.DEF", destPos.x, destPos.y));
  1068. }
  1069. }
  1070. waitForAnims();
  1071. for (auto attackInfo : ca.attackedParts)
  1072. {
  1073. int wallId = attackInfo.attackedPart + 2;
  1074. //gate state changing handled separately
  1075. if (wallId == SiegeHelper::GATE)
  1076. continue;
  1077. SDL_FreeSurface(siegeH->walls[wallId]);
  1078. siegeH->walls[wallId] = BitmapHandler::loadBitmap(
  1079. siegeH->getSiegeName(wallId, curInt->cb->battleGetWallState(attackInfo.attackedPart)));
  1080. }
  1081. }
  1082. void CBattleInterface::battleFinished(const BattleResult& br)
  1083. {
  1084. bresult = &br;
  1085. {
  1086. auto unlockPim = vstd::makeUnlockGuard(*CPlayerInterface::pim);
  1087. animsAreDisplayed.waitUntil(false);
  1088. }
  1089. setActiveStack(nullptr);
  1090. displayBattleFinished();
  1091. }
  1092. void CBattleInterface::displayBattleFinished()
  1093. {
  1094. CCS->curh->changeGraphic(ECursor::ADVENTURE,0);
  1095. if(settings["session"]["spectate"].Bool() && settings["session"]["spectate-skip-battle-result"].Bool())
  1096. {
  1097. close();
  1098. return;
  1099. }
  1100. GH.pushInt(std::make_shared<CBattleResultWindow>(*bresult, *(this->curInt)));
  1101. curInt->waitWhileDialog(); // Avoid freeze when AI end turn after battle. Check bug #1897
  1102. CPlayerInterface::battleInt = nullptr;
  1103. }
  1104. void CBattleInterface::spellCast(const BattleSpellCast * sc)
  1105. {
  1106. const SpellID spellID = sc->spellID;
  1107. const CSpell * spell = spellID.toSpell();
  1108. if(!spell)
  1109. return;
  1110. const std::string & castSoundPath = spell->getCastSound();
  1111. if (!castSoundPath.empty())
  1112. CCS->soundh->playSound(castSoundPath);
  1113. const auto casterStackID = sc->casterStack;
  1114. const CStack * casterStack = nullptr;
  1115. if(casterStackID >= 0)
  1116. {
  1117. casterStack = curInt->cb->battleGetStackByID(casterStackID);
  1118. }
  1119. Point srccoord = (sc->side ? Point(770, 60) : Point(30, 60)) + pos; //hero position by default
  1120. {
  1121. if(casterStack != nullptr)
  1122. {
  1123. srccoord = CClickableHex::getXYUnitAnim(casterStack->getPosition(), casterStack, this);
  1124. srccoord.x += 250;
  1125. srccoord.y += 240;
  1126. }
  1127. }
  1128. if(casterStack != nullptr && sc->activeCast)
  1129. {
  1130. //todo: custom cast animation for hero
  1131. displaySpellCast(spellID, casterStack->getPosition());
  1132. addNewAnim(new CCastAnimation(this, casterStack, sc->tile, curInt->cb->battleGetStackByPos(sc->tile)));
  1133. }
  1134. waitForAnims(); //wait for cast animation
  1135. //playing projectile animation
  1136. if (sc->tile.isValid())
  1137. {
  1138. Point destcoord = CClickableHex::getXYUnitAnim(sc->tile, curInt->cb->battleGetStackByPos(sc->tile), this); //position attacked by projectile
  1139. destcoord.x += 250; destcoord.y += 240;
  1140. //animation angle
  1141. double angle = atan2(static_cast<double>(destcoord.x - srccoord.x), static_cast<double>(destcoord.y - srccoord.y));
  1142. bool Vflip = (angle < 0);
  1143. if (Vflip)
  1144. angle = -angle;
  1145. std::string animToDisplay = spell->animationInfo.selectProjectile(angle);
  1146. if(!animToDisplay.empty())
  1147. {
  1148. //TODO: calculate inside CEffectAnimation
  1149. std::shared_ptr<CAnimation> tmp = std::make_shared<CAnimation>(animToDisplay);
  1150. tmp->load(0, 0);
  1151. auto first = tmp->getImage(0, 0);
  1152. //displaying animation
  1153. double diffX = (destcoord.x - srccoord.x)*(destcoord.x - srccoord.x);
  1154. double diffY = (destcoord.y - srccoord.y)*(destcoord.y - srccoord.y);
  1155. double distance = sqrt(diffX + diffY);
  1156. int steps = static_cast<int>(distance / AnimationControls::getSpellEffectSpeed() + 1);
  1157. int dx = (destcoord.x - srccoord.x - first->width())/steps;
  1158. int dy = (destcoord.y - srccoord.y - first->height())/steps;
  1159. addNewAnim(new CEffectAnimation(this, animToDisplay, srccoord.x, srccoord.y, dx, dy, Vflip));
  1160. }
  1161. }
  1162. waitForAnims(); //wait for projectile animation
  1163. displaySpellHit(spellID, sc->tile);
  1164. //queuing affect animation
  1165. for(auto & elem : sc->affectedCres)
  1166. {
  1167. auto stack = curInt->cb->battleGetStackByID(elem, false);
  1168. if(stack)
  1169. displaySpellEffect(spellID, stack->getPosition());
  1170. }
  1171. //queuing additional animation
  1172. for(auto & elem : sc->customEffects)
  1173. {
  1174. auto stack = curInt->cb->battleGetStackByID(elem.stack, false);
  1175. if(stack)
  1176. displayEffect(elem.effect, stack->getPosition());
  1177. }
  1178. waitForAnims();
  1179. //mana absorption
  1180. if (sc->manaGained > 0)
  1181. {
  1182. Point leftHero = Point(15, 30) + pos;
  1183. Point rightHero = Point(755, 30) + pos;
  1184. addNewAnim(new CEffectAnimation(this, sc->side ? "SP07_A.DEF" : "SP07_B.DEF", leftHero.x, leftHero.y, 0, 0, false));
  1185. addNewAnim(new CEffectAnimation(this, sc->side ? "SP07_B.DEF" : "SP07_A.DEF", rightHero.x, rightHero.y, 0, 0, false));
  1186. }
  1187. }
  1188. void CBattleInterface::battleStacksEffectsSet(const SetStackEffect & sse)
  1189. {
  1190. if(activeStack != nullptr)
  1191. redrawBackgroundWithHexes(activeStack);
  1192. }
  1193. void CBattleInterface::setHeroAnimation(ui8 side, int phase)
  1194. {
  1195. if(side == BattleSide::ATTACKER)
  1196. {
  1197. if(attackingHero)
  1198. attackingHero->setPhase(phase);
  1199. }
  1200. else
  1201. {
  1202. if(defendingHero)
  1203. defendingHero->setPhase(phase);
  1204. }
  1205. }
  1206. void CBattleInterface::castThisSpell(SpellID spellID)
  1207. {
  1208. spellToCast = std::make_shared<BattleAction>();
  1209. spellToCast->actionType = EActionType::HERO_SPELL;
  1210. spellToCast->actionSubtype = spellID; //spell number
  1211. spellToCast->stackNumber = (attackingHeroInstance->tempOwner == curInt->playerID) ? -1 : -2;
  1212. spellToCast->side = defendingHeroInstance ? (curInt->playerID == defendingHeroInstance->tempOwner) : false;
  1213. spellDestSelectMode = true;
  1214. creatureCasting = false;
  1215. //choosing possible targets
  1216. const CGHeroInstance *castingHero = (attackingHeroInstance->tempOwner == curInt->playerID) ? attackingHeroInstance : defendingHeroInstance;
  1217. assert(castingHero); // code below assumes non-null hero
  1218. sp = spellID.toSpell();
  1219. PossiblePlayerBattleAction spellSelMode = curInt->cb->getCasterAction(sp, castingHero, spells::Mode::HERO);
  1220. if (spellSelMode == PossiblePlayerBattleAction::NO_LOCATION) //user does not have to select location
  1221. {
  1222. spellToCast->aimToHex(BattleHex::INVALID);
  1223. curInt->cb->battleMakeAction(spellToCast.get());
  1224. endCastingSpell();
  1225. }
  1226. else
  1227. {
  1228. possibleActions.clear();
  1229. possibleActions.push_back (spellSelMode); //only this one action can be performed at the moment
  1230. GH.fakeMouseMove();//update cursor
  1231. }
  1232. }
  1233. void CBattleInterface::displayBattleLog(const std::vector<MetaString> & battleLog)
  1234. {
  1235. for(const auto & line : battleLog)
  1236. {
  1237. std::string formatted = line.toString();
  1238. boost::algorithm::trim(formatted);
  1239. if(!console->addText(formatted))
  1240. logGlobal->warn("Too long battle log line");
  1241. }
  1242. }
  1243. void CBattleInterface::displayCustomEffects(const std::vector<CustomEffectInfo> & customEffects)
  1244. {
  1245. for(const CustomEffectInfo & one : customEffects)
  1246. {
  1247. if(one.sound != 0)
  1248. CCS->soundh->playSound(soundBase::soundID(one.sound));
  1249. const CStack * s = curInt->cb->battleGetStackByID(one.stack, false);
  1250. if(s && one.effect != 0)
  1251. displayEffect(one.effect, s->getPosition());
  1252. }
  1253. }
  1254. void CBattleInterface::displayEffect(ui32 effect, BattleHex destTile)
  1255. {
  1256. std::string customAnim = graphics->battleACToDef[effect][0];
  1257. addNewAnim(new CEffectAnimation(this, customAnim, destTile));
  1258. }
  1259. void CBattleInterface::displaySpellAnimationQueue(const CSpell::TAnimationQueue & q, BattleHex destinationTile)
  1260. {
  1261. for(const CSpell::TAnimation & animation : q)
  1262. {
  1263. if(animation.pause > 0)
  1264. addNewAnim(new CDummyAnimation(this, animation.pause));
  1265. else
  1266. addNewAnim(new CEffectAnimation(this, animation.resourceName, destinationTile, false, animation.verticalPosition == VerticalPosition::BOTTOM));
  1267. }
  1268. }
  1269. void CBattleInterface::displaySpellCast(SpellID spellID, BattleHex destinationTile)
  1270. {
  1271. const CSpell * spell = spellID.toSpell();
  1272. if(spell)
  1273. displaySpellAnimationQueue(spell->animationInfo.cast, destinationTile);
  1274. }
  1275. void CBattleInterface::displaySpellEffect(SpellID spellID, BattleHex destinationTile)
  1276. {
  1277. const CSpell *spell = spellID.toSpell();
  1278. if(spell)
  1279. displaySpellAnimationQueue(spell->animationInfo.affect, destinationTile);
  1280. }
  1281. void CBattleInterface::displaySpellHit(SpellID spellID, BattleHex destinationTile)
  1282. {
  1283. const CSpell * spell = spellID.toSpell();
  1284. if(spell)
  1285. displaySpellAnimationQueue(spell->animationInfo.hit, destinationTile);
  1286. }
  1287. void CBattleInterface::battleTriggerEffect(const BattleTriggerEffect & bte)
  1288. {
  1289. const CStack * stack = curInt->cb->battleGetStackByID(bte.stackID);
  1290. if(!stack)
  1291. {
  1292. logGlobal->error("Invalid stack ID %d", bte.stackID);
  1293. return;
  1294. }
  1295. //don't show animation when no HP is regenerated
  1296. switch(bte.effect)
  1297. {
  1298. //TODO: move to bonus type handler
  1299. case Bonus::HP_REGENERATION:
  1300. displayEffect(74, stack->getPosition());
  1301. CCS->soundh->playSound(soundBase::REGENER);
  1302. break;
  1303. case Bonus::MANA_DRAIN:
  1304. displayEffect(77, stack->getPosition());
  1305. CCS->soundh->playSound(soundBase::MANADRAI);
  1306. break;
  1307. case Bonus::POISON:
  1308. displayEffect(67, stack->getPosition());
  1309. CCS->soundh->playSound(soundBase::POISON);
  1310. break;
  1311. case Bonus::FEAR:
  1312. displayEffect(15, stack->getPosition());
  1313. CCS->soundh->playSound(soundBase::FEAR);
  1314. break;
  1315. case Bonus::MORALE:
  1316. {
  1317. std::string hlp = CGI->generaltexth->allTexts[33];
  1318. boost::algorithm::replace_first(hlp,"%s",(stack->getName()));
  1319. displayEffect(20,stack->getPosition());
  1320. CCS->soundh->playSound(soundBase::GOODMRLE);
  1321. console->addText(hlp);
  1322. break;
  1323. }
  1324. default:
  1325. return;
  1326. }
  1327. //waitForAnims(); //fixme: freezes game :?
  1328. }
  1329. void CBattleInterface::setAnimSpeed(int set)
  1330. {
  1331. Settings speed = settings.write["battle"]["animationSpeed"];
  1332. speed->Float() = float(set) / 100;
  1333. }
  1334. int CBattleInterface::getAnimSpeed() const
  1335. {
  1336. if(settings["session"]["spectate"].Bool() && !settings["session"]["spectate-battle-speed"].isNull())
  1337. return static_cast<int>(vstd::round(settings["session"]["spectate-battle-speed"].Float() *100));
  1338. return static_cast<int>(vstd::round(settings["battle"]["animationSpeed"].Float() *100));
  1339. }
  1340. CPlayerInterface *CBattleInterface::getCurrentPlayerInterface() const
  1341. {
  1342. return curInt.get();
  1343. }
  1344. bool CBattleInterface::shouldRotate(const CStack * stack, const BattleHex & oldPos, const BattleHex & nextHex)
  1345. {
  1346. Point begPosition = CClickableHex::getXYUnitAnim(oldPos,stack, this);
  1347. Point endPosition = CClickableHex::getXYUnitAnim(nextHex, stack, this);
  1348. if((begPosition.x > endPosition.x) && creDir[stack->ID])
  1349. return true;
  1350. else if((begPosition.x < endPosition.x) && !creDir[stack->ID])
  1351. return true;
  1352. return false;
  1353. }
  1354. void CBattleInterface::setActiveStack(const CStack *stack)
  1355. {
  1356. if (activeStack) // update UI
  1357. creAnims[activeStack->ID]->setBorderColor(AnimationControls::getNoBorder());
  1358. activeStack = stack;
  1359. if (activeStack) // update UI
  1360. creAnims[activeStack->ID]->setBorderColor(AnimationControls::getGoldBorder());
  1361. blockUI(activeStack == nullptr);
  1362. }
  1363. void CBattleInterface::setHoveredStack(const CStack *stack)
  1364. {
  1365. if (mouseHoveredStack)
  1366. creAnims[mouseHoveredStack->ID]->setBorderColor(AnimationControls::getNoBorder());
  1367. // stack must be alive and not active (which uses gold border instead)
  1368. if (stack && stack->alive() && stack != activeStack)
  1369. {
  1370. mouseHoveredStack = stack;
  1371. if (mouseHoveredStack)
  1372. {
  1373. creAnims[mouseHoveredStack->ID]->setBorderColor(AnimationControls::getBlueBorder());
  1374. if (creAnims[mouseHoveredStack->ID]->framesInGroup(CCreatureAnim::MOUSEON) > 0)
  1375. creAnims[mouseHoveredStack->ID]->playOnce(CCreatureAnim::MOUSEON);
  1376. }
  1377. }
  1378. else
  1379. mouseHoveredStack = nullptr;
  1380. }
  1381. void CBattleInterface::activateStack()
  1382. {
  1383. if(!battleActionsStarted)
  1384. return; //"show" function should re-call this function
  1385. myTurn = true;
  1386. if (!!attackerInt && defenderInt) //hotseat -> need to pick which interface "takes over" as active
  1387. curInt = attackerInt->playerID == stackToActivate->owner ? attackerInt : defenderInt;
  1388. setActiveStack(stackToActivate);
  1389. stackToActivate = nullptr;
  1390. const CStack * s = activeStack;
  1391. if(!s)
  1392. return;
  1393. queue->update();
  1394. redrawBackgroundWithHexes(activeStack);
  1395. //set casting flag to true if creature can use it to not check it every time
  1396. const auto spellcaster = s->getBonusLocalFirst(Selector::type()(Bonus::SPELLCASTER)),
  1397. randomSpellcaster = s->getBonusLocalFirst(Selector::type()(Bonus::RANDOM_SPELLCASTER));
  1398. if(s->canCast() && (spellcaster || randomSpellcaster))
  1399. {
  1400. stackCanCastSpell = true;
  1401. if(randomSpellcaster)
  1402. creatureSpellToCast = -1; //spell will be set later on cast
  1403. else
  1404. creatureSpellToCast = curInt->cb->battleGetRandomStackSpell(CRandomGenerator::getDefault(), s, CBattleInfoCallback::RANDOM_AIMED); //faerie dragon can cast only one spell until their next move
  1405. //TODO: what if creature can cast BOTH random genie spell and aimed spell?
  1406. //TODO: faerie dragon type spell should be selected by server
  1407. }
  1408. else
  1409. {
  1410. stackCanCastSpell = false;
  1411. creatureSpellToCast = -1;
  1412. }
  1413. possibleActions = getPossibleActionsForStack(s);
  1414. GH.fakeMouseMove();
  1415. }
  1416. void CBattleInterface::endCastingSpell()
  1417. {
  1418. if(spellDestSelectMode)
  1419. {
  1420. spellToCast.reset();
  1421. sp = nullptr;
  1422. spellDestSelectMode = false;
  1423. CCS->curh->changeGraphic(ECursor::COMBAT, ECursor::COMBAT_POINTER);
  1424. if(activeStack)
  1425. {
  1426. possibleActions = getPossibleActionsForStack(activeStack); //restore actions after they were cleared
  1427. myTurn = true;
  1428. }
  1429. }
  1430. else
  1431. {
  1432. if(activeStack)
  1433. {
  1434. possibleActions = getPossibleActionsForStack(activeStack);
  1435. GH.fakeMouseMove();
  1436. }
  1437. }
  1438. }
  1439. void CBattleInterface::enterCreatureCastingMode()
  1440. {
  1441. //silently check for possible errors
  1442. if (!myTurn)
  1443. return;
  1444. if (tacticsMode)
  1445. return;
  1446. //hero is casting a spell
  1447. if (spellDestSelectMode)
  1448. return;
  1449. if (!activeStack)
  1450. return;
  1451. if (!stackCanCastSpell)
  1452. return;
  1453. //random spellcaster
  1454. if (creatureSpellToCast == -1)
  1455. return;
  1456. if (vstd::contains(possibleActions, PossiblePlayerBattleAction::NO_LOCATION))
  1457. {
  1458. const spells::Caster * caster = activeStack;
  1459. const CSpell * spell = SpellID(creatureSpellToCast).toSpell();
  1460. spells::Target target;
  1461. target.emplace_back();
  1462. spells::BattleCast cast(curInt->cb.get(), caster, spells::Mode::CREATURE_ACTIVE, spell);
  1463. auto m = spell->battleMechanics(&cast);
  1464. spells::detail::ProblemImpl ignored;
  1465. const bool isCastingPossible = m->canBeCastAt(target, ignored);
  1466. if (isCastingPossible)
  1467. {
  1468. myTurn = false;
  1469. giveCommand(EActionType::MONSTER_SPELL, BattleHex::INVALID, creatureSpellToCast);
  1470. selectedStack = nullptr;
  1471. CCS->curh->changeGraphic(ECursor::COMBAT, ECursor::COMBAT_POINTER);
  1472. }
  1473. }
  1474. else
  1475. {
  1476. possibleActions = getPossibleActionsForStack(activeStack);
  1477. auto actionFilterPredicate = [](const PossiblePlayerBattleAction x)
  1478. {
  1479. return (x != PossiblePlayerBattleAction::ANY_LOCATION) && (x != PossiblePlayerBattleAction::NO_LOCATION) &&
  1480. (x != PossiblePlayerBattleAction::FREE_LOCATION) && (x != PossiblePlayerBattleAction::AIMED_SPELL_CREATURE) &&
  1481. (x != PossiblePlayerBattleAction::OBSTACLE);
  1482. };
  1483. vstd::erase_if(possibleActions, actionFilterPredicate);
  1484. GH.fakeMouseMove();
  1485. }
  1486. }
  1487. std::vector<PossiblePlayerBattleAction> CBattleInterface::getPossibleActionsForStack(const CStack *stack)
  1488. {
  1489. BattleClientInterfaceData data; //hard to get rid of these things so for now they're required data to pass
  1490. data.creatureSpellToCast = creatureSpellToCast;
  1491. data.tacticsMode = tacticsMode;
  1492. auto allActions = curInt->cb->getClientActionsForStack(stack, data);
  1493. return std::vector<PossiblePlayerBattleAction>(allActions);
  1494. }
  1495. void CBattleInterface::reorderPossibleActionsPriority(const CStack * stack, MouseHoveredHexContext context)
  1496. {
  1497. if(tacticsMode || possibleActions.empty()) return; //this function is not supposed to be called in tactics mode or before getPossibleActionsForStack
  1498. auto assignPriority = [&](PossiblePlayerBattleAction const & item) -> uint8_t //large lambda assigning priority which would have to be part of possibleActions without it
  1499. {
  1500. switch(item)
  1501. {
  1502. case PossiblePlayerBattleAction::AIMED_SPELL_CREATURE:
  1503. case PossiblePlayerBattleAction::ANY_LOCATION:
  1504. case PossiblePlayerBattleAction::NO_LOCATION:
  1505. case PossiblePlayerBattleAction::FREE_LOCATION:
  1506. case PossiblePlayerBattleAction::OBSTACLE:
  1507. if(!stack->hasBonusOfType(Bonus::NO_SPELLCAST_BY_DEFAULT) && context == MouseHoveredHexContext::OCCUPIED_HEX)
  1508. return 1;
  1509. else
  1510. return 100;//bottom priority
  1511. break;
  1512. case PossiblePlayerBattleAction::RANDOM_GENIE_SPELL:
  1513. return 2; break;
  1514. case PossiblePlayerBattleAction::RISE_DEMONS:
  1515. return 3; break;
  1516. case PossiblePlayerBattleAction::SHOOT:
  1517. return 4; break;
  1518. case PossiblePlayerBattleAction::ATTACK_AND_RETURN:
  1519. return 5; break;
  1520. case PossiblePlayerBattleAction::ATTACK:
  1521. return 6; break;
  1522. case PossiblePlayerBattleAction::WALK_AND_ATTACK:
  1523. return 7; break;
  1524. case PossiblePlayerBattleAction::MOVE_STACK:
  1525. return 8; break;
  1526. case PossiblePlayerBattleAction::CATAPULT:
  1527. return 9; break;
  1528. case PossiblePlayerBattleAction::HEAL:
  1529. return 10; break;
  1530. default:
  1531. return 200; break;
  1532. }
  1533. };
  1534. auto comparer = [&](PossiblePlayerBattleAction const & lhs, PossiblePlayerBattleAction const & rhs)
  1535. {
  1536. return assignPriority(lhs) > assignPriority(rhs);
  1537. };
  1538. std::make_heap(possibleActions.begin(), possibleActions.end(), comparer);
  1539. }
  1540. void CBattleInterface::endAction(const BattleAction* action)
  1541. {
  1542. const CStack *stack = curInt->cb->battleGetStackByID(action->stackNumber);
  1543. if(action->actionType == EActionType::HERO_SPELL)
  1544. setHeroAnimation(action->side, 0);
  1545. //check if we should reverse stacks
  1546. //for some strange reason, it's not enough
  1547. TStacks stacks = curInt->cb->battleGetStacks(CBattleCallback::MINE_AND_ENEMY);
  1548. for (const CStack *s : stacks)
  1549. {
  1550. if (s && creDir[s->ID] != (s->side == BattleSide::ATTACKER) && s->alive()
  1551. && creAnims[s->ID]->isIdle())
  1552. {
  1553. addNewAnim(new CReverseAnimation(this, s, s->getPosition(), false));
  1554. }
  1555. }
  1556. queue->update();
  1557. if (tacticsMode) //stack ended movement in tactics phase -> select the next one
  1558. bTacticNextStack(stack);
  1559. if(action->actionType == EActionType::HERO_SPELL) //we have activated next stack after sending request that has been just realized -> blockmap due to movement has changed
  1560. redrawBackgroundWithHexes(activeStack);
  1561. if (activeStack && !animsAreDisplayed.get() && pendingAnims.empty() && !active)
  1562. {
  1563. logGlobal->warn("Something wrong... interface was deactivated but there is no animation. Reactivating...");
  1564. blockUI(false);
  1565. }
  1566. else
  1567. {
  1568. // block UI if no active stack (e.g. enemy turn);
  1569. blockUI(activeStack == nullptr);
  1570. }
  1571. }
  1572. void CBattleInterface::hideQueue()
  1573. {
  1574. Settings showQueue = settings.write["battle"]["showQueue"];
  1575. showQueue->Bool() = false;
  1576. queue->deactivate();
  1577. if (!queue->embedded)
  1578. {
  1579. moveBy(Point(0, -queue->pos.h / 2));
  1580. GH.totalRedraw();
  1581. }
  1582. }
  1583. void CBattleInterface::showQueue()
  1584. {
  1585. Settings showQueue = settings.write["battle"]["showQueue"];
  1586. showQueue->Bool() = true;
  1587. queue->activate();
  1588. if (!queue->embedded)
  1589. {
  1590. moveBy(Point(0, +queue->pos.h / 2));
  1591. GH.totalRedraw();
  1592. }
  1593. }
  1594. void CBattleInterface::blockUI(bool on)
  1595. {
  1596. bool canCastSpells = false;
  1597. auto hero = curInt->cb->battleGetMyHero();
  1598. if(hero)
  1599. {
  1600. ESpellCastProblem::ESpellCastProblem spellcastingProblem = curInt->cb->battleCanCastSpell(hero, spells::Mode::HERO);
  1601. //if magic is blocked, we leave button active, so the message can be displayed after button click
  1602. canCastSpells = spellcastingProblem == ESpellCastProblem::OK || spellcastingProblem == ESpellCastProblem::MAGIC_IS_BLOCKED;
  1603. }
  1604. bool canWait = activeStack ? !activeStack->waitedThisTurn : false;
  1605. bOptions->block(on);
  1606. bFlee->block(on || !curInt->cb->battleCanFlee());
  1607. bSurrender->block(on || curInt->cb->battleGetSurrenderCost() < 0);
  1608. // block only if during enemy turn and auto-fight is off
  1609. // otherwise - crash on accessing non-exisiting active stack
  1610. bAutofight->block(!curInt->isAutoFightOn && !activeStack);
  1611. if (tacticsMode && btactEnd && btactNext)
  1612. {
  1613. btactNext->block(on);
  1614. btactEnd->block(on);
  1615. }
  1616. else
  1617. {
  1618. bConsoleUp->block(on);
  1619. bConsoleDown->block(on);
  1620. }
  1621. bSpell->block(on || tacticsMode || !canCastSpells);
  1622. bWait->block(on || tacticsMode || !canWait);
  1623. bDefence->block(on || tacticsMode);
  1624. }
  1625. void CBattleInterface::startAction(const BattleAction* action)
  1626. {
  1627. //setActiveStack(nullptr);
  1628. setHoveredStack(nullptr);
  1629. blockUI(true);
  1630. if(action->actionType == EActionType::END_TACTIC_PHASE)
  1631. {
  1632. SDL_FreeSurface(menu);
  1633. menu = BitmapHandler::loadBitmap("CBAR.bmp");
  1634. graphics->blueToPlayersAdv(menu, curInt->playerID);
  1635. return;
  1636. }
  1637. const CStack *stack = curInt->cb->battleGetStackByID(action->stackNumber);
  1638. if (stack)
  1639. {
  1640. queue->update();
  1641. }
  1642. else
  1643. {
  1644. assert(action->actionType == EActionType::HERO_SPELL); //only cast spell is valid action without acting stack number
  1645. }
  1646. auto actionTarget = action->getTarget(curInt->cb.get());
  1647. if(action->actionType == EActionType::WALK
  1648. || (action->actionType == EActionType::WALK_AND_ATTACK && actionTarget.at(0).hexValue != stack->getPosition()))
  1649. {
  1650. assert(stack);
  1651. moveStarted = true;
  1652. if (creAnims[action->stackNumber]->framesInGroup(CCreatureAnim::MOVE_START))
  1653. {
  1654. pendingAnims.push_back(std::make_pair(new CMovementStartAnimation(this, stack), false));
  1655. }
  1656. if(shouldRotate(stack, stack->getPosition(), actionTarget.at(0).hexValue))
  1657. pendingAnims.push_back(std::make_pair(new CReverseAnimation(this, stack, stack->getPosition(), true), false));
  1658. }
  1659. redraw(); // redraw after deactivation, including proper handling of hovered hexes
  1660. if(action->actionType == EActionType::HERO_SPELL) //when hero casts spell
  1661. {
  1662. setHeroAnimation(action->side, 4);
  1663. return;
  1664. }
  1665. if (!stack)
  1666. {
  1667. logGlobal->error("Something wrong with stackNumber in actionStarted. Stack number: %d", action->stackNumber);
  1668. return;
  1669. }
  1670. int txtid = 0;
  1671. switch(action->actionType)
  1672. {
  1673. case EActionType::WAIT:
  1674. txtid = 136;
  1675. break;
  1676. case EActionType::BAD_MORALE:
  1677. txtid = -34; //negative -> no separate singular/plural form
  1678. displayEffect(30, stack->getPosition());
  1679. CCS->soundh->playSound(soundBase::BADMRLE);
  1680. break;
  1681. }
  1682. if(txtid != 0)
  1683. console->addText(stack->formatGeneralMessage(txtid));
  1684. //displaying special abilities
  1685. switch(action->actionType)
  1686. {
  1687. case EActionType::STACK_HEAL:
  1688. displayEffect(74, actionTarget.at(0).hexValue);
  1689. CCS->soundh->playSound(soundBase::REGENER);
  1690. break;
  1691. }
  1692. }
  1693. void CBattleInterface::waitForAnims()
  1694. {
  1695. auto unlockPim = vstd::makeUnlockGuard(*CPlayerInterface::pim);
  1696. animsAreDisplayed.waitWhileTrue();
  1697. }
  1698. void CBattleInterface::bEndTacticPhase()
  1699. {
  1700. setActiveStack(nullptr);
  1701. blockUI(true);
  1702. tacticsMode = false;
  1703. }
  1704. static bool immobile(const CStack *s)
  1705. {
  1706. return !s->Speed(0, true); //should bound stacks be immobile?
  1707. }
  1708. void CBattleInterface::bTacticNextStack(const CStack * current)
  1709. {
  1710. if (!current)
  1711. current = activeStack;
  1712. //no switching stacks when the current one is moving
  1713. waitForAnims();
  1714. TStacks stacksOfMine = tacticianInterface->cb->battleGetStacks(CBattleCallback::ONLY_MINE);
  1715. vstd::erase_if (stacksOfMine, &immobile);
  1716. if (stacksOfMine.empty())
  1717. {
  1718. bEndTacticPhase();
  1719. return;
  1720. }
  1721. auto it = vstd::find(stacksOfMine, current);
  1722. if (it != stacksOfMine.end() && ++it != stacksOfMine.end())
  1723. stackActivated(*it);
  1724. else
  1725. stackActivated(stacksOfMine.front());
  1726. }
  1727. std::string formatDmgRange(std::pair<ui32, ui32> dmgRange)
  1728. {
  1729. if (dmgRange.first != dmgRange.second)
  1730. return (boost::format("%d - %d") % dmgRange.first % dmgRange.second).str();
  1731. else
  1732. return (boost::format("%d") % dmgRange.first).str();
  1733. }
  1734. bool CBattleInterface::canStackMoveHere(const CStack * activeStack, BattleHex myNumber)
  1735. {
  1736. std::vector<BattleHex> acc = curInt->cb->battleGetAvailableHexes(activeStack);
  1737. BattleHex shiftedDest = myNumber.cloneInDirection(activeStack->destShiftDir(), false);
  1738. if (vstd::contains(acc, myNumber))
  1739. return true;
  1740. else if (activeStack->doubleWide() && vstd::contains(acc, shiftedDest))
  1741. return true;
  1742. else
  1743. return false;
  1744. }
  1745. void CBattleInterface::handleHex(BattleHex myNumber, int eventType)
  1746. {
  1747. if (!myTurn || !battleActionsStarted) //we are not permit to do anything
  1748. return;
  1749. // This function handles mouse move over hexes and l-clicking on them.
  1750. // First we decide what happens if player clicks on this hex and set appropriately
  1751. // consoleMsg, cursorFrame/Type and prepare lambda realizeAction.
  1752. //
  1753. // Then, depending whether it was hover/click we either call the action or set tooltip/cursor.
  1754. //used when hovering -> tooltip message and cursor to be set
  1755. std::string consoleMsg;
  1756. bool setCursor = true; //if we want to suppress setting cursor
  1757. ECursor::ECursorTypes cursorType = ECursor::COMBAT;
  1758. int cursorFrame = ECursor::COMBAT_POINTER; //TODO: is this line used?
  1759. //used when l-clicking -> action to be called upon the click
  1760. std::function<void()> realizeAction;
  1761. //Get stack on the hex - first try to grab the alive one, if not found -> allow dead stacks.
  1762. const CStack * shere = curInt->cb->battleGetStackByPos(myNumber, true);
  1763. if(!shere)
  1764. shere = curInt->cb->battleGetStackByPos(myNumber, false);
  1765. if(!activeStack)
  1766. return;
  1767. bool ourStack = false;
  1768. if (shere)
  1769. ourStack = shere->owner == curInt->playerID;
  1770. //stack changed, update selection border
  1771. if (shere != mouseHoveredStack)
  1772. {
  1773. setHoveredStack(shere);
  1774. }
  1775. localActions.clear();
  1776. illegalActions.clear();
  1777. reorderPossibleActionsPriority(activeStack, shere ? MouseHoveredHexContext::OCCUPIED_HEX : MouseHoveredHexContext::UNOCCUPIED_HEX);
  1778. const bool forcedAction = possibleActions.size() == 1;
  1779. for (PossiblePlayerBattleAction action : possibleActions)
  1780. {
  1781. bool legalAction = false; //this action is legal and can be performed
  1782. bool notLegal = false; //this action is not legal and should display message
  1783. switch (action)
  1784. {
  1785. case PossiblePlayerBattleAction::CHOOSE_TACTICS_STACK:
  1786. if (shere && ourStack)
  1787. legalAction = true;
  1788. break;
  1789. case PossiblePlayerBattleAction::MOVE_TACTICS:
  1790. case PossiblePlayerBattleAction::MOVE_STACK:
  1791. {
  1792. if (!(shere && shere->alive())) //we can walk on dead stacks
  1793. {
  1794. if(canStackMoveHere(activeStack, myNumber))
  1795. legalAction = true;
  1796. }
  1797. break;
  1798. }
  1799. case PossiblePlayerBattleAction::ATTACK:
  1800. case PossiblePlayerBattleAction::WALK_AND_ATTACK:
  1801. case PossiblePlayerBattleAction::ATTACK_AND_RETURN:
  1802. {
  1803. if(curInt->cb->battleCanAttack(activeStack, shere, myNumber))
  1804. {
  1805. if (isTileAttackable(myNumber)) // move isTileAttackable to be part of battleCanAttack?
  1806. {
  1807. setBattleCursor(myNumber); // temporary - needed for following function :(
  1808. BattleHex attackFromHex = fromWhichHexAttack(myNumber);
  1809. if (attackFromHex >= 0) //we can be in this line when unreachable creature is L - clicked (as of revision 1308)
  1810. legalAction = true;
  1811. }
  1812. }
  1813. }
  1814. break;
  1815. case PossiblePlayerBattleAction::SHOOT:
  1816. if(curInt->cb->battleCanShoot(activeStack, myNumber))
  1817. legalAction = true;
  1818. break;
  1819. case PossiblePlayerBattleAction::ANY_LOCATION:
  1820. if (myNumber > -1) //TODO: this should be checked for all actions
  1821. {
  1822. if(isCastingPossibleHere(activeStack, shere, myNumber))
  1823. legalAction = true;
  1824. }
  1825. break;
  1826. case PossiblePlayerBattleAction::AIMED_SPELL_CREATURE:
  1827. if(shere && isCastingPossibleHere(activeStack, shere, myNumber))
  1828. legalAction = true;
  1829. break;
  1830. case PossiblePlayerBattleAction::RANDOM_GENIE_SPELL:
  1831. {
  1832. if(shere && ourStack && shere != activeStack && shere->alive()) //only positive spells for other allied creatures
  1833. {
  1834. int spellID = curInt->cb->battleGetRandomStackSpell(CRandomGenerator::getDefault(), shere, CBattleInfoCallback::RANDOM_GENIE);
  1835. if(spellID > -1)
  1836. {
  1837. legalAction = true;
  1838. }
  1839. }
  1840. }
  1841. break;
  1842. case PossiblePlayerBattleAction::OBSTACLE:
  1843. if(isCastingPossibleHere(activeStack, shere, myNumber))
  1844. legalAction = true;
  1845. break;
  1846. case PossiblePlayerBattleAction::TELEPORT:
  1847. {
  1848. //todo: move to mechanics
  1849. ui8 skill = 0;
  1850. if (creatureCasting)
  1851. skill = activeStack->getEffectLevel(SpellID(SpellID::TELEPORT).toSpell());
  1852. else
  1853. skill = getActiveHero()->getEffectLevel(SpellID(SpellID::TELEPORT).toSpell());
  1854. //TODO: explicitely save power, skill
  1855. if (curInt->cb->battleCanTeleportTo(selectedStack, myNumber, skill))
  1856. legalAction = true;
  1857. else
  1858. notLegal = true;
  1859. }
  1860. break;
  1861. case PossiblePlayerBattleAction::SACRIFICE: //choose our living stack to sacrifice
  1862. if (shere && shere != selectedStack && ourStack && shere->alive())
  1863. legalAction = true;
  1864. else
  1865. notLegal = true;
  1866. break;
  1867. case PossiblePlayerBattleAction::FREE_LOCATION:
  1868. legalAction = true;
  1869. if(!isCastingPossibleHere(activeStack, shere, myNumber))
  1870. {
  1871. legalAction = false;
  1872. notLegal = true;
  1873. }
  1874. break;
  1875. case PossiblePlayerBattleAction::CATAPULT:
  1876. if (isCatapultAttackable(myNumber))
  1877. legalAction = true;
  1878. break;
  1879. case PossiblePlayerBattleAction::HEAL:
  1880. if (shere && ourStack && shere->canBeHealed())
  1881. legalAction = true;
  1882. break;
  1883. case PossiblePlayerBattleAction::RISE_DEMONS:
  1884. if (shere && ourStack && !shere->alive())
  1885. {
  1886. if (!(shere->hasBonusOfType(Bonus::UNDEAD)
  1887. || shere->hasBonusOfType(Bonus::NON_LIVING)
  1888. || shere->hasBonusOfType(Bonus::GARGOYLE)
  1889. || shere->summoned
  1890. || shere->isClone()
  1891. || shere->hasBonusOfType(Bonus::SIEGE_WEAPON)
  1892. ))
  1893. legalAction = true;
  1894. }
  1895. break;
  1896. }
  1897. if (legalAction)
  1898. localActions.push_back (action);
  1899. else if (notLegal || forcedAction)
  1900. illegalActions.push_back (action);
  1901. }
  1902. illegalAction = PossiblePlayerBattleAction::INVALID; //clear it in first place
  1903. if (vstd::contains(localActions, selectedAction)) //try to use last selected action by default
  1904. currentAction = selectedAction;
  1905. else if (localActions.size()) //if not possible, select first available action (they are sorted by suggested priority)
  1906. currentAction = localActions.front();
  1907. else //no legal action possible
  1908. {
  1909. currentAction = PossiblePlayerBattleAction::INVALID; //don't allow to do anything
  1910. if (vstd::contains(illegalActions, selectedAction))
  1911. illegalAction = selectedAction;
  1912. else if (illegalActions.size())
  1913. illegalAction = illegalActions.front();
  1914. else if (shere && ourStack && shere->alive()) //last possibility - display info about our creature
  1915. {
  1916. currentAction = PossiblePlayerBattleAction::CREATURE_INFO;
  1917. }
  1918. else
  1919. illegalAction = PossiblePlayerBattleAction::INVALID; //we should never be here
  1920. }
  1921. bool isCastingPossible = false;
  1922. bool secondaryTarget = false;
  1923. if (currentAction > PossiblePlayerBattleAction::INVALID)
  1924. {
  1925. switch (currentAction) //display console message, realize selected action
  1926. {
  1927. case PossiblePlayerBattleAction::CHOOSE_TACTICS_STACK:
  1928. consoleMsg = (boost::format(CGI->generaltexth->allTexts[481]) % shere->getName()).str(); //Select %s
  1929. realizeAction = [=](){ stackActivated(shere); };
  1930. break;
  1931. case PossiblePlayerBattleAction::MOVE_TACTICS:
  1932. case PossiblePlayerBattleAction::MOVE_STACK:
  1933. if (activeStack->hasBonusOfType(Bonus::FLYING))
  1934. {
  1935. cursorFrame = ECursor::COMBAT_FLY;
  1936. consoleMsg = (boost::format(CGI->generaltexth->allTexts[295]) % activeStack->getName()).str(); //Fly %s here
  1937. }
  1938. else
  1939. {
  1940. cursorFrame = ECursor::COMBAT_MOVE;
  1941. consoleMsg = (boost::format(CGI->generaltexth->allTexts[294]) % activeStack->getName()).str(); //Move %s here
  1942. }
  1943. realizeAction = [=]()
  1944. {
  1945. if(activeStack->doubleWide())
  1946. {
  1947. std::vector<BattleHex> acc = curInt->cb->battleGetAvailableHexes(activeStack);
  1948. BattleHex shiftedDest = myNumber.cloneInDirection(activeStack->destShiftDir(), false);
  1949. if(vstd::contains(acc, myNumber))
  1950. giveCommand(EActionType::WALK, myNumber);
  1951. else if(vstd::contains(acc, shiftedDest))
  1952. giveCommand(EActionType::WALK, shiftedDest);
  1953. }
  1954. else
  1955. {
  1956. giveCommand(EActionType::WALK, myNumber);
  1957. }
  1958. };
  1959. break;
  1960. case PossiblePlayerBattleAction::ATTACK:
  1961. case PossiblePlayerBattleAction::WALK_AND_ATTACK:
  1962. case PossiblePlayerBattleAction::ATTACK_AND_RETURN: //TODO: allow to disable return
  1963. {
  1964. setBattleCursor(myNumber); //handle direction of cursor and attackable tile
  1965. setCursor = false; //don't overwrite settings from the call above //TODO: what does it mean?
  1966. bool returnAfterAttack = currentAction == PossiblePlayerBattleAction::ATTACK_AND_RETURN;
  1967. realizeAction = [=]()
  1968. {
  1969. BattleHex attackFromHex = fromWhichHexAttack(myNumber);
  1970. if(attackFromHex.isValid()) //we can be in this line when unreachable creature is L - clicked (as of revision 1308)
  1971. {
  1972. auto command = new BattleAction(BattleAction::makeMeleeAttack(activeStack, myNumber, attackFromHex, returnAfterAttack));
  1973. sendCommand(command, activeStack);
  1974. }
  1975. };
  1976. TDmgRange damage = curInt->cb->battleEstimateDamage(activeStack, shere);
  1977. std::string estDmgText = formatDmgRange(std::make_pair((ui32)damage.first, (ui32)damage.second)); //calculating estimated dmg
  1978. consoleMsg = (boost::format(CGI->generaltexth->allTexts[36]) % shere->getName() % estDmgText).str(); //Attack %s (%s damage)
  1979. }
  1980. break;
  1981. case PossiblePlayerBattleAction::SHOOT:
  1982. {
  1983. if (curInt->cb->battleHasShootingPenalty(activeStack, myNumber))
  1984. cursorFrame = ECursor::COMBAT_SHOOT_PENALTY;
  1985. else
  1986. cursorFrame = ECursor::COMBAT_SHOOT;
  1987. realizeAction = [=](){giveCommand(EActionType::SHOOT, myNumber);};
  1988. TDmgRange damage = curInt->cb->battleEstimateDamage(activeStack, shere);
  1989. std::string estDmgText = formatDmgRange(std::make_pair((ui32)damage.first, (ui32)damage.second)); //calculating estimated dmg
  1990. //printing - Shoot %s (%d shots left, %s damage)
  1991. consoleMsg = (boost::format(CGI->generaltexth->allTexts[296]) % shere->getName() % activeStack->shots.available() % estDmgText).str();
  1992. }
  1993. break;
  1994. case PossiblePlayerBattleAction::AIMED_SPELL_CREATURE:
  1995. sp = CGI->spellh->objects[creatureCasting ? creatureSpellToCast : spellToCast->actionSubtype]; //necessary if creature has random Genie spell at same time
  1996. consoleMsg = boost::str(boost::format(CGI->generaltexth->allTexts[27]) % sp->name % shere->getName()); //Cast %s on %s
  1997. switch (sp->id)
  1998. {
  1999. case SpellID::SACRIFICE:
  2000. case SpellID::TELEPORT:
  2001. selectedStack = shere; //remember first target
  2002. secondaryTarget = true;
  2003. break;
  2004. }
  2005. isCastingPossible = true;
  2006. break;
  2007. case PossiblePlayerBattleAction::ANY_LOCATION:
  2008. sp = CGI->spellh->objects[creatureCasting ? creatureSpellToCast : spellToCast->actionSubtype]; //necessary if creature has random Genie spell at same time
  2009. consoleMsg = boost::str(boost::format(CGI->generaltexth->allTexts[26]) % sp->name); //Cast %s
  2010. isCastingPossible = true;
  2011. break;
  2012. case PossiblePlayerBattleAction::RANDOM_GENIE_SPELL: //we assume that teleport / sacrifice will never be available as random spell
  2013. sp = nullptr;
  2014. consoleMsg = boost::str(boost::format(CGI->generaltexth->allTexts[301]) % shere->getName()); //Cast a spell on %
  2015. creatureCasting = true;
  2016. isCastingPossible = true;
  2017. break;
  2018. case PossiblePlayerBattleAction::TELEPORT:
  2019. consoleMsg = CGI->generaltexth->allTexts[25]; //Teleport Here
  2020. cursorFrame = ECursor::COMBAT_TELEPORT;
  2021. isCastingPossible = true;
  2022. break;
  2023. case PossiblePlayerBattleAction::OBSTACLE:
  2024. consoleMsg = CGI->generaltexth->allTexts[550];
  2025. //TODO: remove obstacle cursor
  2026. isCastingPossible = true;
  2027. break;
  2028. case PossiblePlayerBattleAction::SACRIFICE:
  2029. consoleMsg = (boost::format(CGI->generaltexth->allTexts[549]) % shere->getName()).str(); //sacrifice the %s
  2030. cursorFrame = ECursor::COMBAT_SACRIFICE;
  2031. isCastingPossible = true;
  2032. break;
  2033. case PossiblePlayerBattleAction::FREE_LOCATION:
  2034. consoleMsg = boost::str(boost::format(CGI->generaltexth->allTexts[26]) % sp->name); //Cast %s
  2035. isCastingPossible = true;
  2036. break;
  2037. case PossiblePlayerBattleAction::HEAL:
  2038. cursorFrame = ECursor::COMBAT_HEAL;
  2039. consoleMsg = (boost::format(CGI->generaltexth->allTexts[419]) % shere->getName()).str(); //Apply first aid to the %s
  2040. realizeAction = [=](){ giveCommand(EActionType::STACK_HEAL, myNumber); }; //command healing
  2041. break;
  2042. case PossiblePlayerBattleAction::RISE_DEMONS:
  2043. cursorType = ECursor::SPELLBOOK;
  2044. realizeAction = [=]()
  2045. {
  2046. giveCommand(EActionType::DAEMON_SUMMONING, myNumber);
  2047. };
  2048. break;
  2049. case PossiblePlayerBattleAction::CATAPULT:
  2050. cursorFrame = ECursor::COMBAT_SHOOT_CATAPULT;
  2051. realizeAction = [=](){ giveCommand(EActionType::CATAPULT, myNumber); };
  2052. break;
  2053. case PossiblePlayerBattleAction::CREATURE_INFO:
  2054. {
  2055. cursorFrame = ECursor::COMBAT_QUERY;
  2056. consoleMsg = (boost::format(CGI->generaltexth->allTexts[297]) % shere->getName()).str();
  2057. realizeAction = [=](){ GH.pushIntT<CStackWindow>(shere, false); };
  2058. break;
  2059. }
  2060. }
  2061. }
  2062. else //no possible valid action, display message
  2063. {
  2064. switch (illegalAction)
  2065. {
  2066. case PossiblePlayerBattleAction::AIMED_SPELL_CREATURE:
  2067. case PossiblePlayerBattleAction::RANDOM_GENIE_SPELL:
  2068. cursorFrame = ECursor::COMBAT_BLOCKED;
  2069. consoleMsg = CGI->generaltexth->allTexts[23];
  2070. break;
  2071. case PossiblePlayerBattleAction::TELEPORT:
  2072. cursorFrame = ECursor::COMBAT_BLOCKED;
  2073. consoleMsg = CGI->generaltexth->allTexts[24]; //Invalid Teleport Destination
  2074. break;
  2075. case PossiblePlayerBattleAction::SACRIFICE:
  2076. consoleMsg = CGI->generaltexth->allTexts[543]; //choose army to sacrifice
  2077. break;
  2078. case PossiblePlayerBattleAction::FREE_LOCATION:
  2079. cursorFrame = ECursor::COMBAT_BLOCKED;
  2080. consoleMsg = boost::str(boost::format(CGI->generaltexth->allTexts[181]) % sp->name); //No room to place %s here
  2081. break;
  2082. default:
  2083. if (myNumber == -1)
  2084. CCS->curh->changeGraphic(ECursor::COMBAT, ECursor::COMBAT_POINTER); //set neutral cursor over menu etc.
  2085. else
  2086. cursorFrame = ECursor::COMBAT_BLOCKED;
  2087. break;
  2088. }
  2089. }
  2090. if (isCastingPossible) //common part
  2091. {
  2092. switch (currentAction) //don't use that with teleport / sacrifice
  2093. {
  2094. case PossiblePlayerBattleAction::TELEPORT: //FIXME: more generic solution?
  2095. case PossiblePlayerBattleAction::SACRIFICE:
  2096. break;
  2097. default:
  2098. cursorType = ECursor::SPELLBOOK;
  2099. cursorFrame = 0;
  2100. if (consoleMsg.empty() && sp)
  2101. consoleMsg = boost::str(boost::format(CGI->generaltexth->allTexts[26]) % sp->name); //Cast %s
  2102. break;
  2103. }
  2104. realizeAction = [=]()
  2105. {
  2106. if(secondaryTarget) //select that target now
  2107. {
  2108. possibleActions.clear();
  2109. switch (sp->id.toEnum())
  2110. {
  2111. case SpellID::TELEPORT: //don't cast spell yet, only select target
  2112. spellToCast->aimToUnit(shere);
  2113. possibleActions.push_back(PossiblePlayerBattleAction::TELEPORT);
  2114. break;
  2115. case SpellID::SACRIFICE:
  2116. spellToCast->aimToHex(myNumber);
  2117. possibleActions.push_back(PossiblePlayerBattleAction::SACRIFICE);
  2118. break;
  2119. }
  2120. }
  2121. else
  2122. {
  2123. if (creatureCasting)
  2124. {
  2125. if (sp)
  2126. {
  2127. giveCommand(EActionType::MONSTER_SPELL, myNumber, creatureSpellToCast);
  2128. }
  2129. else //unknown random spell
  2130. {
  2131. giveCommand(EActionType::MONSTER_SPELL, myNumber);
  2132. }
  2133. }
  2134. else
  2135. {
  2136. assert(sp);
  2137. switch (sp->id.toEnum())
  2138. {
  2139. case SpellID::SACRIFICE:
  2140. spellToCast->aimToUnit(shere);//victim
  2141. break;
  2142. default:
  2143. spellToCast->aimToHex(myNumber);
  2144. break;
  2145. }
  2146. curInt->cb->battleMakeAction(spellToCast.get());
  2147. endCastingSpell();
  2148. }
  2149. selectedStack = nullptr;
  2150. }
  2151. };
  2152. }
  2153. {
  2154. if (eventType == MOVE)
  2155. {
  2156. if (setCursor)
  2157. CCS->curh->changeGraphic(cursorType, cursorFrame);
  2158. this->console->alterText(consoleMsg);
  2159. this->console->whoSetAlter = 0;
  2160. }
  2161. if (eventType == LCLICK && realizeAction)
  2162. {
  2163. //opening creature window shouldn't affect myTurn...
  2164. if ((currentAction != PossiblePlayerBattleAction::CREATURE_INFO) && !secondaryTarget)
  2165. {
  2166. myTurn = false; //tends to crash with empty calls
  2167. }
  2168. realizeAction();
  2169. if (!secondaryTarget) //do not replace teleport or sacrifice cursor
  2170. CCS->curh->changeGraphic(ECursor::COMBAT, ECursor::COMBAT_POINTER);
  2171. this->console->alterText("");
  2172. }
  2173. }
  2174. }
  2175. bool CBattleInterface::isCastingPossibleHere(const CStack *sactive, const CStack *shere, BattleHex myNumber)
  2176. {
  2177. creatureCasting = stackCanCastSpell && !spellDestSelectMode; //TODO: allow creatures to cast aimed spells
  2178. bool isCastingPossible = true;
  2179. int spellID = -1;
  2180. if (creatureCasting)
  2181. {
  2182. if (creatureSpellToCast > -1 && (shere != sactive)) //can't cast on itself
  2183. spellID = creatureSpellToCast; //TODO: merge with SpellTocast?
  2184. }
  2185. else //hero casting
  2186. {
  2187. spellID = spellToCast->actionSubtype;
  2188. }
  2189. sp = nullptr;
  2190. if (spellID >= 0)
  2191. sp = CGI->spellh->objects[spellID];
  2192. if (sp)
  2193. {
  2194. const spells::Caster *caster = creatureCasting ? static_cast<const spells::Caster *>(sactive) : static_cast<const spells::Caster *>(curInt->cb->battleGetMyHero());
  2195. if (caster == nullptr)
  2196. {
  2197. isCastingPossible = false;//just in case
  2198. }
  2199. else
  2200. {
  2201. const spells::Mode mode = creatureCasting ? spells::Mode::CREATURE_ACTIVE : spells::Mode::HERO;
  2202. spells::Target target;
  2203. target.emplace_back(myNumber);
  2204. spells::BattleCast cast(curInt->cb.get(), caster, mode, sp);
  2205. auto m = sp->battleMechanics(&cast);
  2206. spells::detail::ProblemImpl problem; //todo: display problem in status bar
  2207. isCastingPossible = m->canBeCastAt(target, problem);
  2208. }
  2209. }
  2210. else
  2211. isCastingPossible = false;
  2212. if (!myNumber.isAvailable() && !shere) //empty tile outside battlefield (or in the unavailable border column)
  2213. isCastingPossible = false;
  2214. return isCastingPossible;
  2215. }
  2216. BattleHex CBattleInterface::fromWhichHexAttack(BattleHex myNumber)
  2217. {
  2218. //TODO far too much repeating code
  2219. BattleHex destHex;
  2220. switch(CCS->curh->frame)
  2221. {
  2222. case 12: //from bottom right
  2223. {
  2224. bool doubleWide = activeStack->doubleWide();
  2225. destHex = myNumber + ( (myNumber/GameConstants::BFIELD_WIDTH)%2 ? GameConstants::BFIELD_WIDTH : GameConstants::BFIELD_WIDTH+1 ) +
  2226. (activeStack->side == BattleSide::ATTACKER && doubleWide ? 1 : 0);
  2227. if(vstd::contains(occupyableHexes, destHex))
  2228. return destHex;
  2229. else if(activeStack->side == BattleSide::ATTACKER)
  2230. {
  2231. if (vstd::contains(occupyableHexes, destHex+1))
  2232. return destHex+1;
  2233. }
  2234. else //if we are defender
  2235. {
  2236. if(vstd::contains(occupyableHexes, destHex-1))
  2237. return destHex-1;
  2238. }
  2239. break;
  2240. }
  2241. case 7: //from bottom left
  2242. {
  2243. destHex = myNumber + ( (myNumber/GameConstants::BFIELD_WIDTH)%2 ? GameConstants::BFIELD_WIDTH-1 : GameConstants::BFIELD_WIDTH );
  2244. if (vstd::contains(occupyableHexes, destHex))
  2245. return destHex;
  2246. else if(activeStack->side == BattleSide::ATTACKER)
  2247. {
  2248. if(vstd::contains(occupyableHexes, destHex+1))
  2249. return destHex+1;
  2250. }
  2251. else //we are defender
  2252. {
  2253. if(vstd::contains(occupyableHexes, destHex-1))
  2254. return destHex-1;
  2255. }
  2256. break;
  2257. }
  2258. case 8: //from left
  2259. {
  2260. if(activeStack->doubleWide() && activeStack->side == BattleSide::DEFENDER)
  2261. {
  2262. std::vector<BattleHex> acc = curInt->cb->battleGetAvailableHexes(activeStack);
  2263. if (vstd::contains(acc, myNumber))
  2264. return myNumber - 1;
  2265. else
  2266. return myNumber - 2;
  2267. }
  2268. else
  2269. {
  2270. return myNumber - 1;
  2271. }
  2272. break;
  2273. }
  2274. case 9: //from top left
  2275. {
  2276. destHex = myNumber - ((myNumber/GameConstants::BFIELD_WIDTH) % 2 ? GameConstants::BFIELD_WIDTH + 1 : GameConstants::BFIELD_WIDTH);
  2277. if(vstd::contains(occupyableHexes, destHex))
  2278. return destHex;
  2279. else if(activeStack->side == BattleSide::ATTACKER)
  2280. {
  2281. if(vstd::contains(occupyableHexes, destHex+1))
  2282. return destHex+1;
  2283. }
  2284. else //if we are defender
  2285. {
  2286. if(vstd::contains(occupyableHexes, destHex-1))
  2287. return destHex-1;
  2288. }
  2289. break;
  2290. }
  2291. case 10: //from top right
  2292. {
  2293. bool doubleWide = activeStack->doubleWide();
  2294. destHex = myNumber - ( (myNumber/GameConstants::BFIELD_WIDTH)%2 ? GameConstants::BFIELD_WIDTH : GameConstants::BFIELD_WIDTH-1 ) +
  2295. (activeStack->side == BattleSide::ATTACKER && doubleWide ? 1 : 0);
  2296. if(vstd::contains(occupyableHexes, destHex))
  2297. return destHex;
  2298. else if(activeStack->side == BattleSide::ATTACKER)
  2299. {
  2300. if(vstd::contains(occupyableHexes, destHex+1))
  2301. return destHex+1;
  2302. }
  2303. else //if we are defender
  2304. {
  2305. if(vstd::contains(occupyableHexes, destHex-1))
  2306. return destHex-1;
  2307. }
  2308. break;
  2309. }
  2310. case 11: //from right
  2311. {
  2312. if(activeStack->doubleWide() && activeStack->side == BattleSide::ATTACKER)
  2313. {
  2314. std::vector<BattleHex> acc = curInt->cb->battleGetAvailableHexes(activeStack);
  2315. if(vstd::contains(acc, myNumber))
  2316. return myNumber + 1;
  2317. else
  2318. return myNumber + 2;
  2319. }
  2320. else
  2321. {
  2322. return myNumber + 1;
  2323. }
  2324. break;
  2325. }
  2326. case 13: //from bottom
  2327. {
  2328. destHex = myNumber + ( (myNumber/GameConstants::BFIELD_WIDTH)%2 ? GameConstants::BFIELD_WIDTH : GameConstants::BFIELD_WIDTH+1 );
  2329. if(vstd::contains(occupyableHexes, destHex))
  2330. return destHex;
  2331. else if(activeStack->side == BattleSide::ATTACKER)
  2332. {
  2333. if(vstd::contains(occupyableHexes, destHex+1))
  2334. return destHex+1;
  2335. }
  2336. else //if we are defender
  2337. {
  2338. if(vstd::contains(occupyableHexes, destHex-1))
  2339. return destHex-1;
  2340. }
  2341. break;
  2342. }
  2343. case 14: //from top
  2344. {
  2345. destHex = myNumber - ( (myNumber/GameConstants::BFIELD_WIDTH)%2 ? GameConstants::BFIELD_WIDTH : GameConstants::BFIELD_WIDTH-1 );
  2346. if (vstd::contains(occupyableHexes, destHex))
  2347. return destHex;
  2348. else if(activeStack->side == BattleSide::ATTACKER)
  2349. {
  2350. if(vstd::contains(occupyableHexes, destHex+1))
  2351. return destHex+1;
  2352. }
  2353. else //if we are defender
  2354. {
  2355. if(vstd::contains(occupyableHexes, destHex-1))
  2356. return destHex-1;
  2357. }
  2358. break;
  2359. }
  2360. }
  2361. return -1;
  2362. }
  2363. Rect CBattleInterface::hexPosition(BattleHex hex) const
  2364. {
  2365. int x = 14 + ((hex.getY())%2==0 ? 22 : 0) + 44*hex.getX() + pos.x;
  2366. int y = 86 + 42 *hex.getY() + pos.y;
  2367. int w = cellShade->w;
  2368. int h = cellShade->h;
  2369. return Rect(x, y, w, h);
  2370. }
  2371. void CBattleInterface::obstaclePlaced(const CObstacleInstance & oi)
  2372. {
  2373. //so when multiple obstacles are added, they show up one after another
  2374. waitForAnims();
  2375. //soundBase::soundID sound; // FIXME(v.markovtsev): soundh->playSound() is commented in the end => warning
  2376. std::string defname;
  2377. switch(oi.obstacleType)
  2378. {
  2379. case CObstacleInstance::SPELL_CREATED:
  2380. {
  2381. auto &spellObstacle = dynamic_cast<const SpellCreatedObstacle&>(oi);
  2382. defname = spellObstacle.appearAnimation;
  2383. //TODO: sound
  2384. //soundBase::QUIKSAND
  2385. //soundBase::LANDMINE
  2386. //soundBase::FORCEFLD
  2387. //soundBase::fireWall
  2388. }
  2389. break;
  2390. default:
  2391. logGlobal->error("I don't know how to animate appearing obstacle of type %d", (int)oi.obstacleType);
  2392. return;
  2393. }
  2394. auto animation = std::make_shared<CAnimation>(defname);
  2395. animation->preload();
  2396. auto first = animation->getImage(0, 0);
  2397. if(!first)
  2398. return;
  2399. //we assume here that effect graphics have the same size as the usual obstacle image
  2400. // -> if we know how to blit obstacle, let's blit the effect in the same place
  2401. Point whereTo = getObstaclePosition(first, oi);
  2402. addNewAnim(new CEffectAnimation(this, animation, whereTo.x, whereTo.y));
  2403. //TODO we need to wait after playing sound till it's finished, otherwise it overlaps and sounds really bad
  2404. //CCS->soundh->playSound(sound);
  2405. }
  2406. void CBattleInterface::gateStateChanged(const EGateState state)
  2407. {
  2408. auto oldState = curInt->cb->battleGetGateState();
  2409. bool playSound = false;
  2410. int stateId = EWallState::NONE;
  2411. switch(state)
  2412. {
  2413. case EGateState::CLOSED:
  2414. if (oldState != EGateState::BLOCKED)
  2415. playSound = true;
  2416. break;
  2417. case EGateState::BLOCKED:
  2418. if (oldState != EGateState::CLOSED)
  2419. playSound = true;
  2420. break;
  2421. case EGateState::OPENED:
  2422. playSound = true;
  2423. stateId = EWallState::DAMAGED;
  2424. break;
  2425. case EGateState::DESTROYED:
  2426. stateId = EWallState::DESTROYED;
  2427. break;
  2428. }
  2429. if (oldState != EGateState::NONE && oldState != EGateState::CLOSED && oldState != EGateState::BLOCKED)
  2430. SDL_FreeSurface(siegeH->walls[SiegeHelper::GATE]);
  2431. if (stateId != EWallState::NONE)
  2432. siegeH->walls[SiegeHelper::GATE] = BitmapHandler::loadBitmap(siegeH->getSiegeName(SiegeHelper::GATE, stateId));
  2433. if (playSound)
  2434. CCS->soundh->playSound(soundBase::DRAWBRG);
  2435. }
  2436. const CGHeroInstance *CBattleInterface::currentHero() const
  2437. {
  2438. if (attackingHeroInstance->tempOwner == curInt->playerID)
  2439. return attackingHeroInstance;
  2440. else
  2441. return defendingHeroInstance;
  2442. }
  2443. InfoAboutHero CBattleInterface::enemyHero() const
  2444. {
  2445. InfoAboutHero ret;
  2446. if (attackingHeroInstance->tempOwner == curInt->playerID)
  2447. curInt->cb->getHeroInfo(defendingHeroInstance, ret);
  2448. else
  2449. curInt->cb->getHeroInfo(attackingHeroInstance, ret);
  2450. return ret;
  2451. }
  2452. void CBattleInterface::requestAutofightingAIToTakeAction()
  2453. {
  2454. assert(curInt->isAutoFightOn);
  2455. boost::thread aiThread([&]()
  2456. {
  2457. auto ba = make_unique<BattleAction>(curInt->autofightingAI->activeStack(activeStack));
  2458. if(curInt->cb->battleIsFinished())
  2459. {
  2460. return; // battle finished with spellcast
  2461. }
  2462. if (curInt->isAutoFightOn)
  2463. {
  2464. if (tacticsMode)
  2465. {
  2466. // Always end tactics mode. Player interface is blocked currently, so it's not possible that
  2467. // the AI can take any action except end tactics phase (AI actions won't be triggered)
  2468. //TODO implement the possibility that the AI will be triggered for further actions
  2469. //TODO any solution to merge tactics phase & normal phase in the way it is handled by the player and battle interface?
  2470. setActiveStack(nullptr);
  2471. blockUI(true);
  2472. tacticsMode = false;
  2473. }
  2474. else
  2475. {
  2476. givenCommand.setn(ba.release());
  2477. }
  2478. }
  2479. else
  2480. {
  2481. boost::unique_lock<boost::recursive_mutex> un(*CPlayerInterface::pim);
  2482. activateStack();
  2483. }
  2484. });
  2485. aiThread.detach();
  2486. }
  2487. CBattleInterface::SiegeHelper::SiegeHelper(const CGTownInstance *siegeTown, const CBattleInterface *_owner)
  2488. : owner(_owner), town(siegeTown)
  2489. {
  2490. for (int g = 0; g < ARRAY_COUNT(walls); ++g)
  2491. {
  2492. if (g != SiegeHelper::GATE)
  2493. walls[g] = BitmapHandler::loadBitmap(getSiegeName(g));
  2494. }
  2495. }
  2496. CBattleInterface::SiegeHelper::~SiegeHelper()
  2497. {
  2498. auto gateState = owner->curInt->cb->battleGetGateState();
  2499. for (int g = 0; g < ARRAY_COUNT(walls); ++g)
  2500. {
  2501. if (g != SiegeHelper::GATE || (gateState != EGateState::NONE && gateState != EGateState::CLOSED && gateState != EGateState::BLOCKED))
  2502. SDL_FreeSurface(walls[g]);
  2503. }
  2504. }
  2505. std::string CBattleInterface::SiegeHelper::getSiegeName(ui16 what) const
  2506. {
  2507. return getSiegeName(what, EWallState::INTACT);
  2508. }
  2509. std::string CBattleInterface::SiegeHelper::getSiegeName(ui16 what, int state) const
  2510. {
  2511. auto getImageIndex = [&]() -> int
  2512. {
  2513. switch (state)
  2514. {
  2515. case EWallState::INTACT : return 1;
  2516. case EWallState::DAMAGED :
  2517. if(what == 2 || what == 3 || what == 8) // towers don't have separate image here - INTACT and DAMAGED is 1, DESTROYED is 2
  2518. return 1;
  2519. else
  2520. return 2;
  2521. case EWallState::DESTROYED :
  2522. if (what == 2 || what == 3 || what == 8)
  2523. return 2;
  2524. else
  2525. return 3;
  2526. }
  2527. return 1;
  2528. };
  2529. const std::string & prefix = town->town->clientInfo.siegePrefix;
  2530. std::string addit = boost::lexical_cast<std::string>(getImageIndex());
  2531. switch(what)
  2532. {
  2533. case SiegeHelper::BACKGROUND:
  2534. return prefix + "BACK.BMP";
  2535. case SiegeHelper::BACKGROUND_WALL:
  2536. {
  2537. switch(town->town->faction->index)
  2538. {
  2539. case ETownType::RAMPART:
  2540. case ETownType::NECROPOLIS:
  2541. case ETownType::DUNGEON:
  2542. case ETownType::STRONGHOLD:
  2543. return prefix + "TPW1.BMP";
  2544. default:
  2545. return prefix + "TPWL.BMP";
  2546. }
  2547. }
  2548. case SiegeHelper::KEEP:
  2549. return prefix + "MAN" + addit + ".BMP";
  2550. case SiegeHelper::BOTTOM_TOWER:
  2551. return prefix + "TW1" + addit + ".BMP";
  2552. case SiegeHelper::BOTTOM_WALL:
  2553. return prefix + "WA1" + addit + ".BMP";
  2554. case SiegeHelper::WALL_BELLOW_GATE:
  2555. return prefix + "WA3" + addit + ".BMP";
  2556. case SiegeHelper::WALL_OVER_GATE:
  2557. return prefix + "WA4" + addit + ".BMP";
  2558. case SiegeHelper::UPPER_WALL:
  2559. return prefix + "WA6" + addit + ".BMP";
  2560. case SiegeHelper::UPPER_TOWER:
  2561. return prefix + "TW2" + addit + ".BMP";
  2562. case SiegeHelper::GATE:
  2563. return prefix + "DRW" + addit + ".BMP";
  2564. case SiegeHelper::GATE_ARCH:
  2565. return prefix + "ARCH.BMP";
  2566. case SiegeHelper::BOTTOM_STATIC_WALL:
  2567. return prefix + "WA2.BMP";
  2568. case SiegeHelper::UPPER_STATIC_WALL:
  2569. return prefix + "WA5.BMP";
  2570. case SiegeHelper::MOAT:
  2571. return prefix + "MOAT.BMP";
  2572. case SiegeHelper::BACKGROUND_MOAT:
  2573. return prefix + "MLIP.BMP";
  2574. case SiegeHelper::KEEP_BATTLEMENT:
  2575. return prefix + "MANC.BMP";
  2576. case SiegeHelper::BOTTOM_BATTLEMENT:
  2577. return prefix + "TW1C.BMP";
  2578. case SiegeHelper::UPPER_BATTLEMENT:
  2579. return prefix + "TW2C.BMP";
  2580. default:
  2581. return "";
  2582. }
  2583. }
  2584. void CBattleInterface::SiegeHelper::printPartOfWall(SDL_Surface *to, int what)
  2585. {
  2586. Point pos = Point(-1, -1);
  2587. auto & ci = town->town->clientInfo;
  2588. if (vstd::iswithin(what, 1, 17))
  2589. {
  2590. pos.x = ci.siegePositions[what].x + owner->pos.x;
  2591. pos.y = ci.siegePositions[what].y + owner->pos.y;
  2592. }
  2593. if (town->town->faction->index == ETownType::TOWER
  2594. && (what == SiegeHelper::MOAT || what == SiegeHelper::BACKGROUND_MOAT))
  2595. return; // no moat in Tower. TODO: remove hardcode somehow?
  2596. if (pos.x != -1)
  2597. {
  2598. //gate have no displayed bitmap when drawbridge is raised
  2599. if (what == SiegeHelper::GATE)
  2600. {
  2601. auto gateState = owner->curInt->cb->battleGetGateState();
  2602. if (gateState != EGateState::OPENED && gateState != EGateState::DESTROYED)
  2603. return;
  2604. }
  2605. blitAt(walls[what], pos.x, pos.y, to);
  2606. }
  2607. }
  2608. CatapultProjectileInfo::CatapultProjectileInfo(Point from, Point dest)
  2609. {
  2610. facA = 0.005; // seems to be constant
  2611. // system of 2 linear equations, solutions of which are missing coefficients
  2612. // for quadratic equation a*x*x + b*x + c
  2613. double eq[2][3] = {
  2614. { static_cast<double>(from.x), 1.0, from.y - facA*from.x*from.x },
  2615. { static_cast<double>(dest.x), 1.0, dest.y - facA*dest.x*dest.x }
  2616. };
  2617. // solve system via determinants
  2618. double det = eq[0][0] *eq[1][1] - eq[1][0] *eq[0][1];
  2619. double detB = eq[0][2] *eq[1][1] - eq[1][2] *eq[0][1];
  2620. double detC = eq[0][0] *eq[1][2] - eq[1][0] *eq[0][2];
  2621. facB = detB / det;
  2622. facC = detC / det;
  2623. // make sure that parabola is correct e.g. passes through from and dest
  2624. assert(fabs(calculateY(from.x) - from.y) < 1.0);
  2625. assert(fabs(calculateY(dest.x) - dest.y) < 1.0);
  2626. }
  2627. double CatapultProjectileInfo::calculateY(double x)
  2628. {
  2629. return facA *pow(x, 2.0) + facB *x + facC;
  2630. }
  2631. void CBattleInterface::showAll(SDL_Surface *to)
  2632. {
  2633. show(to);
  2634. }
  2635. void CBattleInterface::show(SDL_Surface *to)
  2636. {
  2637. assert(to);
  2638. SDL_Rect buf;
  2639. SDL_GetClipRect(to, &buf);
  2640. SDL_SetClipRect(to, &pos);
  2641. ++animCount;
  2642. showBackground(to);
  2643. showBattlefieldObjects(to);
  2644. showProjectiles(to);
  2645. if(battleActionsStarted)
  2646. updateBattleAnimations();
  2647. SDL_SetClipRect(to, &buf); //restoring previous clip_rect
  2648. showInterface(to);
  2649. //activation of next stack
  2650. if (pendingAnims.empty() && stackToActivate != nullptr && battleActionsStarted) //FIXME: watch for recursive infinite loop here when working with this file, this needs rework anyway...
  2651. {
  2652. activateStack();
  2653. //we may have changed active interface (another side in hot-seat),
  2654. // so we can't continue drawing with old setting.
  2655. show(to);
  2656. }
  2657. }
  2658. void CBattleInterface::showBackground(SDL_Surface *to)
  2659. {
  2660. if (activeStack != nullptr && creAnims[activeStack->ID]->isIdle()) //show everything with range
  2661. {
  2662. // FIXME: any *real* reason to keep this separate? Speed difference can't be that big
  2663. blitAt(backgroundWithHexes, pos.x, pos.y, to);
  2664. }
  2665. else
  2666. {
  2667. showBackgroundImage(to);
  2668. showAbsoluteObstacles(to);
  2669. }
  2670. showHighlightedHexes(to);
  2671. }
  2672. void CBattleInterface::showBackgroundImage(SDL_Surface *to)
  2673. {
  2674. blitAt(background, pos.x, pos.y, to);
  2675. if (settings["battle"]["cellBorders"].Bool())
  2676. {
  2677. CSDL_Ext::blit8bppAlphaTo24bpp(cellBorders, nullptr, to, &pos);
  2678. }
  2679. }
  2680. void CBattleInterface::showAbsoluteObstacles(SDL_Surface * to)
  2681. {
  2682. //Blit absolute obstacles
  2683. for(auto & oi : curInt->cb->battleGetAllObstacles())
  2684. {
  2685. if(oi->obstacleType == CObstacleInstance::ABSOLUTE_OBSTACLE)
  2686. {
  2687. auto img = getObstacleImage(*oi);
  2688. if(img)
  2689. img->draw(to, pos.x + oi->getInfo().width, pos.y + oi->getInfo().height);
  2690. }
  2691. }
  2692. if (siegeH && siegeH->town->hasBuilt(BuildingID::CITADEL))
  2693. siegeH->printPartOfWall(to, SiegeHelper::BACKGROUND_MOAT);
  2694. }
  2695. void CBattleInterface::showHighlightedHexes(SDL_Surface *to)
  2696. {
  2697. bool delayedBlit = false; //workaround for blitting enemy stack hex without mouse shadow with stack range on
  2698. if(activeStack && settings["battle"]["stackRange"].Bool())
  2699. {
  2700. std::set<BattleHex> set = curInt->cb->battleGetAttackedHexes(activeStack, currentlyHoveredHex, attackingHex);
  2701. for(BattleHex hex : set)
  2702. if(hex != currentlyHoveredHex)
  2703. showHighlightedHex(to, hex);
  2704. // display the movement shadow of the stack at b (i.e. stack under mouse)
  2705. const CStack * const shere = curInt->cb->battleGetStackByPos(currentlyHoveredHex, false);
  2706. if(shere && shere != activeStack && shere->alive())
  2707. {
  2708. std::vector<BattleHex> v = curInt->cb->battleGetAvailableHexes(shere, true, nullptr);
  2709. for(BattleHex hex : v)
  2710. {
  2711. if(hex != currentlyHoveredHex)
  2712. showHighlightedHex(to, hex);
  2713. else if(!settings["battle"]["mouseShadow"].Bool())
  2714. delayedBlit = true; //blit at the end of method to avoid graphic artifacts
  2715. else
  2716. showHighlightedHex(to, hex, true); //blit now and blit 2nd time later for darker shadow - avoids graphic artifacts
  2717. }
  2718. }
  2719. }
  2720. for(int b=0; b<GameConstants::BFIELD_SIZE; ++b)
  2721. {
  2722. if(bfield[b]->strictHovered && bfield[b]->hovered)
  2723. {
  2724. if(previouslyHoveredHex == -1)
  2725. previouslyHoveredHex = b; //something to start with
  2726. if(currentlyHoveredHex == -1)
  2727. currentlyHoveredHex = b; //something to start with
  2728. if(currentlyHoveredHex != b) //repair hover info
  2729. {
  2730. previouslyHoveredHex = currentlyHoveredHex;
  2731. currentlyHoveredHex = b;
  2732. }
  2733. if(settings["battle"]["mouseShadow"].Bool() || delayedBlit)
  2734. {
  2735. const spells::Caster *caster = nullptr;
  2736. const CSpell *spell = nullptr;
  2737. spells::Mode mode = spells::Mode::HERO;
  2738. if(spellToCast)//hero casts spell
  2739. {
  2740. spell = SpellID(spellToCast->actionSubtype).toSpell();
  2741. caster = getActiveHero();
  2742. }
  2743. else if(creatureSpellToCast >= 0 && stackCanCastSpell && creatureCasting)//stack casts spell
  2744. {
  2745. spell = SpellID(creatureSpellToCast).toSpell();
  2746. caster = activeStack;
  2747. mode = spells::Mode::CREATURE_ACTIVE;
  2748. }
  2749. if(caster && spell) //when casting spell
  2750. {
  2751. // printing shaded hex(es)
  2752. spells::BattleCast event(curInt->cb.get(), caster, mode, spell);
  2753. auto shaded = spell->battleMechanics(&event)->rangeInHexes(currentlyHoveredHex);
  2754. for(BattleHex shadedHex : shaded)
  2755. {
  2756. if((shadedHex.getX() != 0) && (shadedHex.getX() != GameConstants::BFIELD_WIDTH - 1))
  2757. showHighlightedHex(to, shadedHex, true);
  2758. }
  2759. }
  2760. else if(active || delayedBlit) //always highlight pointed hex, keep this condition last in this method for correct behavior
  2761. {
  2762. if(currentlyHoveredHex.getX() != 0
  2763. && currentlyHoveredHex.getX() != GameConstants::BFIELD_WIDTH - 1)
  2764. showHighlightedHex(to, currentlyHoveredHex, true); //keep true for OH3 behavior: hovered hex frame "thinner"
  2765. }
  2766. }
  2767. }
  2768. }
  2769. }
  2770. void CBattleInterface::showHighlightedHex(SDL_Surface *to, BattleHex hex, bool darkBorder)
  2771. {
  2772. int x = 14 + (hex.getY() % 2 == 0 ? 22 : 0) + 44 *(hex.getX()) + pos.x;
  2773. int y = 86 + 42 *hex.getY() + pos.y;
  2774. SDL_Rect temp_rect = genRect (cellShade->h, cellShade->w, x, y);
  2775. CSDL_Ext::blit8bppAlphaTo24bpp (cellShade, nullptr, to, &temp_rect);
  2776. if(!darkBorder && settings["battle"]["cellBorders"].Bool())
  2777. CSDL_Ext::blit8bppAlphaTo24bpp(cellBorder, nullptr, to, &temp_rect); //redraw border to make it light green instead of shaded
  2778. }
  2779. void CBattleInterface::showProjectiles(SDL_Surface *to)
  2780. {
  2781. assert(to);
  2782. std::list< std::list<ProjectileInfo>::iterator > toBeDeleted;
  2783. for (auto it = projectiles.begin(); it!=projectiles.end(); ++it)
  2784. {
  2785. // Check if projectile is already visible (shooter animation did the shot)
  2786. if (!it->shotDone)
  2787. {
  2788. // frame we're waiting for is reached OR animation has already finished
  2789. if (creAnims[it->stackID]->getCurrentFrame() >= it->animStartDelay ||
  2790. creAnims[it->stackID]->isShooting() == false)
  2791. {
  2792. //at this point projectile should become visible
  2793. creAnims[it->stackID]->pause(); // pause animation
  2794. it->shotDone = true;
  2795. }
  2796. else
  2797. continue; // wait...
  2798. }
  2799. size_t group = it->reverse ? 1 : 0;
  2800. auto image = idToProjectile[it->creID]->getImage(it->frameNum, group, true);
  2801. if(image)
  2802. {
  2803. SDL_Rect dst;
  2804. dst.h = image->height();
  2805. dst.w = image->width();
  2806. dst.x = static_cast<int>(it->x - dst.w / 2);
  2807. dst.y = static_cast<int>(it->y - dst.h / 2);
  2808. image->draw(to, &dst, nullptr);
  2809. }
  2810. // Update projectile
  2811. ++it->step;
  2812. if (it->step == it->lastStep)
  2813. {
  2814. toBeDeleted.insert(toBeDeleted.end(), it);
  2815. }
  2816. else
  2817. {
  2818. if (it->catapultInfo)
  2819. {
  2820. // Parabolic shot of the trajectory, as follows: f(x) = ax^2 + bx + c
  2821. it->x += it->dx;
  2822. it->y = it->catapultInfo->calculateY(it->x);
  2823. ++(it->frameNum);
  2824. it->frameNum %= idToProjectile[it->creID]->size(0);
  2825. }
  2826. else
  2827. {
  2828. // Normal projectile, just add the calculated "deltas" to the x and y positions.
  2829. it->x += it->dx;
  2830. it->y += it->dy;
  2831. }
  2832. }
  2833. }
  2834. for (auto & elem : toBeDeleted)
  2835. {
  2836. // resume animation
  2837. creAnims[elem->stackID]->play();
  2838. projectiles.erase(elem);
  2839. }
  2840. }
  2841. void CBattleInterface::showBattlefieldObjects(SDL_Surface *to)
  2842. {
  2843. auto showHexEntry = [&](BattleObjectsByHex::HexData & hex)
  2844. {
  2845. showPiecesOfWall(to, hex.walls);
  2846. showObstacles(to, hex.obstacles);
  2847. showAliveStacks(to, hex.alive);
  2848. showBattleEffects(to, hex.effects);
  2849. };
  2850. BattleObjectsByHex objects = sortObjectsByHex();
  2851. // dead stacks should be blit first
  2852. showStacks(to, objects.beforeAll.dead);
  2853. for (auto & data : objects.hex)
  2854. showStacks(to, data.dead);
  2855. showStacks(to, objects.afterAll.dead);
  2856. // display objects that must be blit before anything else (e.g. topmost walls)
  2857. showHexEntry(objects.beforeAll);
  2858. // show heroes after "beforeAll" - e.g. topmost wall in siege
  2859. if (attackingHero)
  2860. attackingHero->show(to);
  2861. if (defendingHero)
  2862. defendingHero->show(to);
  2863. // actual blit of most of objects, hex by hex
  2864. // NOTE: row-by-row blitting may be a better approach
  2865. for (auto &data : objects.hex)
  2866. showHexEntry(data);
  2867. // objects that must be blit *after* everything else - e.g. bottom tower or some spell effects
  2868. showHexEntry(objects.afterAll);
  2869. }
  2870. void CBattleInterface::showAliveStacks(SDL_Surface *to, std::vector<const CStack *> stacks)
  2871. {
  2872. BattleHex currentActionTarget;
  2873. if(curInt->curAction)
  2874. {
  2875. auto target = curInt->curAction->getTarget(curInt->cb.get());
  2876. if(!target.empty())
  2877. currentActionTarget = target.at(0).hexValue;
  2878. }
  2879. auto isAmountBoxVisible = [&](const CStack *stack) -> bool
  2880. {
  2881. if(stack->hasBonusOfType(Bonus::SIEGE_WEAPON) && stack->getCount() == 1) //do not show box for singular war machines, stacked war machines with box shown are supported as extension feature
  2882. return false;
  2883. if(stack->getCount() == 0) //hide box when target is going to die anyway - do not display "0 creatures"
  2884. return false;
  2885. for(auto anim : pendingAnims) //no matter what other conditions below are, hide box when creature is playing hit animation
  2886. {
  2887. auto hitAnimation = dynamic_cast<CDefenceAnimation*>(anim.first);
  2888. if(hitAnimation && (hitAnimation->stack->ID == stack->ID)) //we process only "current creature" as other creatures will be processed reliably on their own iteration
  2889. return false;
  2890. }
  2891. if(curInt->curAction)
  2892. {
  2893. if(curInt->curAction->stackNumber == stack->ID) //stack is currently taking action (is not a target of another creature's action etc)
  2894. {
  2895. if(curInt->curAction->actionType == EActionType::WALK || curInt->curAction->actionType == EActionType::SHOOT) //hide when stack walks or shoots
  2896. return false;
  2897. else if(curInt->curAction->actionType == EActionType::WALK_AND_ATTACK && currentActionTarget != stack->getPosition()) //when attacking, hide until walk phase finished
  2898. return false;
  2899. }
  2900. if(curInt->curAction->actionType == EActionType::SHOOT && currentActionTarget == stack->getPosition()) //hide if we are ranged attack target
  2901. return false;
  2902. }
  2903. return true;
  2904. };
  2905. auto getEffectsPositivness = [&](const std::vector<si32> & activeSpells) -> int
  2906. {
  2907. int pos = 0;
  2908. for (const auto & spellId : activeSpells)
  2909. {
  2910. pos += CGI->spellh->objects.at(spellId)->positiveness;
  2911. }
  2912. return pos;
  2913. };
  2914. auto getAmountBoxBackground = [&](int positivness) -> SDL_Surface *
  2915. {
  2916. if (positivness > 0)
  2917. return amountPositive;
  2918. if (positivness < 0)
  2919. return amountNegative;
  2920. return amountEffNeutral;
  2921. };
  2922. showStacks(to, stacks); // Actual display of all stacks
  2923. for (auto & stack : stacks)
  2924. {
  2925. assert(stack);
  2926. //printing amount
  2927. if (isAmountBoxVisible(stack))
  2928. {
  2929. const int sideShift = stack->side == BattleSide::ATTACKER ? 1 : -1;
  2930. const int reverseSideShift = stack->side == BattleSide::ATTACKER ? -1 : 1;
  2931. const BattleHex nextPos = stack->getPosition() + sideShift;
  2932. const bool edge = stack->getPosition() % GameConstants::BFIELD_WIDTH == (stack->side == BattleSide::ATTACKER ? GameConstants::BFIELD_WIDTH - 2 : 1);
  2933. const bool moveInside = !edge && !stackCountOutsideHexes[nextPos];
  2934. int xAdd = (stack->side == BattleSide::ATTACKER ? 220 : 202) +
  2935. (stack->doubleWide() ? 44 : 0) * sideShift +
  2936. (moveInside ? amountNormal->w + 10 : 0) * reverseSideShift;
  2937. int yAdd = 260 + ((stack->side == BattleSide::ATTACKER || moveInside) ? 0 : -15);
  2938. //blitting amount background box
  2939. SDL_Surface *amountBG = amountNormal;
  2940. std::vector<si32> activeSpells = stack->activeSpells();
  2941. if (!activeSpells.empty())
  2942. amountBG = getAmountBoxBackground(getEffectsPositivness(activeSpells));
  2943. SDL_Rect temp_rect = genRect(amountBG->h, amountBG->w, creAnims[stack->ID]->pos.x + xAdd, creAnims[stack->ID]->pos.y + yAdd);
  2944. SDL_BlitSurface(amountBG, nullptr, to, &temp_rect);
  2945. //blitting amount
  2946. Point textPos(creAnims[stack->ID]->pos.x + xAdd + amountNormal->w/2,
  2947. creAnims[stack->ID]->pos.y + yAdd + amountNormal->h/2);
  2948. graphics->fonts[FONT_TINY]->renderTextCenter(to, makeNumberShort(stack->getCount()), Colors::WHITE, textPos);
  2949. }
  2950. }
  2951. }
  2952. void CBattleInterface::showStacks(SDL_Surface *to, std::vector<const CStack *> stacks)
  2953. {
  2954. for (const CStack *stack : stacks)
  2955. {
  2956. creAnims[stack->ID]->nextFrame(to, creDir[stack->ID]); // do actual blit
  2957. creAnims[stack->ID]->incrementFrame(float(GH.mainFPSmng->getElapsedMilliseconds()) / 1000);
  2958. }
  2959. }
  2960. void CBattleInterface::showObstacles(SDL_Surface * to, std::vector<std::shared_ptr<const CObstacleInstance>> & obstacles)
  2961. {
  2962. for(auto & obstacle : obstacles)
  2963. {
  2964. auto img = getObstacleImage(*obstacle);
  2965. if(img)
  2966. {
  2967. Point p = getObstaclePosition(img, *obstacle);
  2968. img->draw(to, p.x, p.y);
  2969. }
  2970. }
  2971. }
  2972. void CBattleInterface::showBattleEffects(SDL_Surface *to, const std::vector<const BattleEffect *> &battleEffects)
  2973. {
  2974. for (auto & elem : battleEffects)
  2975. {
  2976. int currentFrame = static_cast<int>(floor(elem->currentFrame));
  2977. currentFrame %= elem->animation->size();
  2978. auto img = elem->animation->getImage(currentFrame);
  2979. SDL_Rect temp_rect = genRect(img->height(), img->width(), elem->x, elem->y);
  2980. img->draw(to, &temp_rect, nullptr);
  2981. }
  2982. }
  2983. void CBattleInterface::showInterface(SDL_Surface *to)
  2984. {
  2985. blitAt(menu, pos.x, 556 + pos.y, to);
  2986. if (tacticsMode)
  2987. {
  2988. btactNext->showAll(to);
  2989. btactEnd->showAll(to);
  2990. }
  2991. else
  2992. {
  2993. console->showAll(to);
  2994. bConsoleUp->showAll(to);
  2995. bConsoleDown->showAll(to);
  2996. }
  2997. //showing buttons
  2998. bOptions->showAll(to);
  2999. bSurrender->showAll(to);
  3000. bFlee->showAll(to);
  3001. bAutofight->showAll(to);
  3002. bSpell->showAll(to);
  3003. bWait->showAll(to);
  3004. bDefence->showAll(to);
  3005. //showing in-game console
  3006. LOCPLINT->cingconsole->show(to);
  3007. Rect posWithQueue = Rect(pos.x, pos.y, 800, 600);
  3008. if (settings["battle"]["showQueue"].Bool())
  3009. {
  3010. if (!queue->embedded)
  3011. {
  3012. posWithQueue.y -= queue->pos.h;
  3013. posWithQueue.h += queue->pos.h;
  3014. }
  3015. queue->showAll(to);
  3016. }
  3017. //printing border around interface
  3018. if (screen->w != 800 || screen->h !=600)
  3019. {
  3020. CMessage::drawBorder(curInt->playerID,to,posWithQueue.w + 28, posWithQueue.h + 28, posWithQueue.x-14, posWithQueue.y-15);
  3021. }
  3022. }
  3023. BattleObjectsByHex CBattleInterface::sortObjectsByHex()
  3024. {
  3025. auto getCurrentPosition = [&](const CStack *stack) -> BattleHex
  3026. {
  3027. for (auto & anim : pendingAnims)
  3028. {
  3029. // certainly ugly workaround but fixes quite annoying bug
  3030. // stack position will be updated only *after* movement is finished
  3031. // before this - stack is always at its initial position. Thus we need to find
  3032. // its current position. Which can be found only in this class
  3033. if (CMovementAnimation *move = dynamic_cast<CMovementAnimation*>(anim.first))
  3034. {
  3035. if (move->stack == stack)
  3036. return move->nextHex;
  3037. }
  3038. }
  3039. return stack->getPosition();
  3040. };
  3041. BattleObjectsByHex sorted;
  3042. auto stacks = curInt->cb->battleGetStacksIf([](const CStack *s)
  3043. {
  3044. return !s->isTurret();
  3045. });
  3046. // Sort creatures
  3047. for (auto & stack : stacks)
  3048. {
  3049. if (creAnims.find(stack->ID) == creAnims.end()) //e.g. for summoned but not yet handled stacks
  3050. continue;
  3051. if (stack->initialPosition < 0) // turret shooters are handled separately
  3052. continue;
  3053. //FIXME: hack to ignore ghost stacks
  3054. if ((creAnims[stack->ID]->getType() == CCreatureAnim::DEAD || creAnims[stack->ID]->getType() == CCreatureAnim::HOLDING) && stack->isGhost())
  3055. ;//ignore
  3056. else if (!creAnims[stack->ID]->isDead())
  3057. {
  3058. if (!creAnims[stack->ID]->isMoving())
  3059. sorted.hex[stack->getPosition()].alive.push_back(stack);
  3060. else
  3061. {
  3062. // flying creature - just blit them over everyone else
  3063. if (stack->hasBonusOfType(Bonus::FLYING))
  3064. sorted.afterAll.alive.push_back(stack);
  3065. else//try to find current location
  3066. sorted.hex[getCurrentPosition(stack)].alive.push_back(stack);
  3067. }
  3068. }
  3069. else
  3070. sorted.hex[stack->getPosition()].dead.push_back(stack);
  3071. }
  3072. // Sort battle effects (spells)
  3073. for (auto & battleEffect : battleEffects)
  3074. {
  3075. if (battleEffect.position.isValid())
  3076. sorted.hex[battleEffect.position].effects.push_back(&battleEffect);
  3077. else
  3078. sorted.afterAll.effects.push_back(&battleEffect);
  3079. }
  3080. // Sort obstacles
  3081. {
  3082. std::map<BattleHex, std::shared_ptr<const CObstacleInstance>> backgroundObstacles;
  3083. for (auto &obstacle : curInt->cb->battleGetAllObstacles()) {
  3084. if (obstacle->obstacleType != CObstacleInstance::ABSOLUTE_OBSTACLE
  3085. && obstacle->obstacleType != CObstacleInstance::MOAT) {
  3086. backgroundObstacles[obstacle->pos] = obstacle;
  3087. }
  3088. }
  3089. for (auto &op : backgroundObstacles)
  3090. {
  3091. sorted.beforeAll.obstacles.push_back(op.second);
  3092. }
  3093. }
  3094. // Sort wall parts
  3095. if (siegeH)
  3096. {
  3097. sorted.beforeAll.walls.push_back(SiegeHelper::BACKGROUND_WALL);
  3098. sorted.hex[135].walls.push_back(SiegeHelper::KEEP);
  3099. sorted.afterAll.walls.push_back(SiegeHelper::BOTTOM_TOWER);
  3100. sorted.hex[182].walls.push_back(SiegeHelper::BOTTOM_WALL);
  3101. sorted.hex[130].walls.push_back(SiegeHelper::WALL_BELLOW_GATE);
  3102. sorted.hex[78].walls.push_back(SiegeHelper::WALL_OVER_GATE);
  3103. sorted.hex[12].walls.push_back(SiegeHelper::UPPER_WALL);
  3104. sorted.beforeAll.walls.push_back(SiegeHelper::UPPER_TOWER);
  3105. sorted.hex[94].walls.push_back(SiegeHelper::GATE);
  3106. sorted.hex[112].walls.push_back(SiegeHelper::GATE_ARCH);
  3107. sorted.hex[165].walls.push_back(SiegeHelper::BOTTOM_STATIC_WALL);
  3108. sorted.hex[45].walls.push_back(SiegeHelper::UPPER_STATIC_WALL);
  3109. if (siegeH && siegeH->town->hasBuilt(BuildingID::CITADEL))
  3110. {
  3111. sorted.beforeAll.walls.push_back(SiegeHelper::MOAT);
  3112. //sorted.beforeAll.walls.push_back(SiegeHelper::BACKGROUND_MOAT); // blit as absolute obstacle
  3113. sorted.hex[135].walls.push_back(SiegeHelper::KEEP_BATTLEMENT);
  3114. }
  3115. if (siegeH && siegeH->town->hasBuilt(BuildingID::CASTLE))
  3116. {
  3117. sorted.afterAll.walls.push_back(SiegeHelper::BOTTOM_BATTLEMENT);
  3118. sorted.beforeAll.walls.push_back(SiegeHelper::UPPER_BATTLEMENT);
  3119. }
  3120. }
  3121. return sorted;
  3122. }
  3123. void CBattleInterface::updateBattleAnimations()
  3124. {
  3125. //handle animations
  3126. for (auto & elem : pendingAnims)
  3127. {
  3128. if (!elem.first) //this animation should be deleted
  3129. continue;
  3130. if (!elem.second)
  3131. {
  3132. elem.second = elem.first->init();
  3133. }
  3134. if (elem.second && elem.first)
  3135. elem.first->nextFrame();
  3136. }
  3137. //delete anims
  3138. int preSize = static_cast<int>(pendingAnims.size());
  3139. for (auto it = pendingAnims.begin(); it != pendingAnims.end(); ++it)
  3140. {
  3141. if (it->first == nullptr)
  3142. {
  3143. pendingAnims.erase(it);
  3144. it = pendingAnims.begin();
  3145. break;
  3146. }
  3147. }
  3148. if (preSize > 0 && pendingAnims.empty())
  3149. {
  3150. //anims ended
  3151. blockUI(activeStack == nullptr);
  3152. animsAreDisplayed.setn(false);
  3153. }
  3154. }
  3155. std::shared_ptr<IImage> CBattleInterface::getObstacleImage(const CObstacleInstance & oi)
  3156. {
  3157. int frameIndex = (animCount+1) *25 / getAnimSpeed();
  3158. std::shared_ptr<CAnimation> animation;
  3159. if(oi.obstacleType == CObstacleInstance::USUAL || oi.obstacleType == CObstacleInstance::ABSOLUTE_OBSTACLE)
  3160. {
  3161. animation = obstacleAnimations[oi.uniqueID];
  3162. }
  3163. else if(oi.obstacleType == CObstacleInstance::SPELL_CREATED)
  3164. {
  3165. const SpellCreatedObstacle * spellObstacle = dynamic_cast<const SpellCreatedObstacle *>(&oi);
  3166. if(!spellObstacle)
  3167. return std::shared_ptr<IImage>();
  3168. std::string animationName = spellObstacle->animation;
  3169. auto cacheIter = animationsCache.find(animationName);
  3170. if(cacheIter == animationsCache.end())
  3171. {
  3172. logAnim->trace("Creating obstacle animation %s", animationName);
  3173. animation = std::make_shared<CAnimation>(animationName);
  3174. animation->preload();
  3175. animationsCache[animationName] = animation;
  3176. }
  3177. else
  3178. {
  3179. animation = cacheIter->second;
  3180. }
  3181. }
  3182. if(animation)
  3183. {
  3184. frameIndex %= animation->size(0);
  3185. return animation->getImage(frameIndex, 0);
  3186. }
  3187. return nullptr;
  3188. }
  3189. Point CBattleInterface::getObstaclePosition(std::shared_ptr<IImage> image, const CObstacleInstance & obstacle)
  3190. {
  3191. int offset = obstacle.getAnimationYOffset(image->height());
  3192. Rect r = hexPosition(obstacle.pos);
  3193. r.y += 42 - image->height() + offset;
  3194. return r.topLeft();
  3195. }
  3196. void CBattleInterface::redrawBackgroundWithHexes(const CStack *activeStack)
  3197. {
  3198. attackableHexes.clear();
  3199. if (activeStack)
  3200. occupyableHexes = curInt->cb->battleGetAvailableHexes(activeStack, true, &attackableHexes);
  3201. auto fillStackCountOutsideHexes = [&]()
  3202. {
  3203. auto accessibility = curInt->cb->getAccesibility();
  3204. for(int i = 0; i < accessibility.size(); i++)
  3205. stackCountOutsideHexes.at(i) = (accessibility[i] == EAccessibility::ACCESSIBLE);
  3206. };
  3207. fillStackCountOutsideHexes();
  3208. //prepare background graphic with hexes and shaded hexes
  3209. blitAt(background, 0, 0, backgroundWithHexes);
  3210. //draw absolute obstacles (cliffs and so on)
  3211. for(auto & oi : curInt->cb->battleGetAllObstacles())
  3212. {
  3213. if(oi->obstacleType == CObstacleInstance::ABSOLUTE_OBSTACLE)
  3214. {
  3215. auto img = getObstacleImage(*oi);
  3216. if(img)
  3217. img->draw(backgroundWithHexes, oi->getInfo().width, oi->getInfo().height);
  3218. }
  3219. }
  3220. if (settings["battle"]["stackRange"].Bool())
  3221. {
  3222. std::vector<BattleHex> hexesToShade = occupyableHexes;
  3223. hexesToShade.insert(hexesToShade.end(), attackableHexes.begin(), attackableHexes.end());
  3224. for (BattleHex hex : hexesToShade)
  3225. {
  3226. int i = hex.getY(); //row
  3227. int j = hex.getX()-1; //column
  3228. int x = 58 + (i%2==0 ? 22 : 0) + 44*j;
  3229. int y = 86 + 42 *i;
  3230. SDL_Rect temp_rect = genRect(cellShade->h, cellShade->w, x, y);
  3231. CSDL_Ext::blit8bppAlphaTo24bpp(cellShade, nullptr, backgroundWithHexes, &temp_rect);
  3232. }
  3233. }
  3234. if(settings["battle"]["cellBorders"].Bool())
  3235. CSDL_Ext::blit8bppAlphaTo24bpp(cellBorders, nullptr, backgroundWithHexes, nullptr);
  3236. }
  3237. void CBattleInterface::showPiecesOfWall(SDL_Surface *to, std::vector<int> pieces)
  3238. {
  3239. if (!siegeH)
  3240. return;
  3241. for (auto piece : pieces)
  3242. {
  3243. if (piece < 15) // not a tower - just print
  3244. siegeH->printPartOfWall(to, piece);
  3245. else // tower. find if tower is built and not destroyed - stack is present
  3246. {
  3247. // PieceID StackID
  3248. // 15 = keep, -2
  3249. // 16 = lower, -3
  3250. // 17 = upper, -4
  3251. // tower. check if tower is alive - stack is found
  3252. int stackPos = 13 - piece;
  3253. const CStack *turret = nullptr;
  3254. for (auto & stack : curInt->cb->battleGetAllStacks(true))
  3255. {
  3256. if(stack->initialPosition == stackPos)
  3257. {
  3258. turret = stack;
  3259. break;
  3260. }
  3261. }
  3262. if (turret)
  3263. {
  3264. std::vector<const CStack *> stackList(1, turret);
  3265. showStacks(to, stackList);
  3266. siegeH->printPartOfWall(to, piece);
  3267. }
  3268. }
  3269. }
  3270. }