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- /*
- * CBattleInterface.cpp, part of VCMI engine
- *
- * Authors: listed in file AUTHORS in main folder
- *
- * License: GNU General Public License v2.0 or later
- * Full text of license available in license.txt file, in main folder
- *
- */
- #include "StdInc.h"
- #include "CBattleInterface.h"
- #include "CBattleAnimations.h"
- #include "CBattleInterfaceClasses.h"
- #include "CCreatureAnimation.h"
- #include "../CBitmapHandler.h"
- #include "../CGameInfo.h"
- #include "../CMessage.h"
- #include "../CMT.h"
- #include "../CMusicHandler.h"
- #include "../CPlayerInterface.h"
- #include "../CVideoHandler.h"
- #include "../Graphics.h"
- #include "../gui/CAnimation.h"
- #include "../gui/CCursorHandler.h"
- #include "../gui/CGuiHandler.h"
- #include "../gui/SDL_Extensions.h"
- #include "../windows/CAdvmapInterface.h"
- #include "../windows/CCreatureWindow.h"
- #include "../windows/CSpellWindow.h"
- #include "../../CCallback.h"
- #include "../../lib/CStack.h"
- #include "../../lib/CConfigHandler.h"
- #include "../../lib/CGeneralTextHandler.h"
- #include "../../lib/CHeroHandler.h"
- #include "../../lib/CondSh.h"
- #include "../../lib/CRandomGenerator.h"
- #include "../../lib/spells/CSpellHandler.h"
- #include "../../lib/spells/ISpellMechanics.h"
- #include "../../lib/spells/Problem.h"
- #include "../../lib/CTownHandler.h"
- #include "../../lib/CGameState.h"
- #include "../../lib/mapping/CMap.h"
- #include "../../lib/NetPacks.h"
- #include "../../lib/UnlockGuard.h"
- CondSh<bool> CBattleInterface::animsAreDisplayed(false);
- CondSh<BattleAction *> CBattleInterface::givenCommand(nullptr);
- static void onAnimationFinished(const CStack *stack, std::weak_ptr<CCreatureAnimation> anim)
- {
- std::shared_ptr<CCreatureAnimation> animation = anim.lock();
- if(!animation)
- return;
- if (animation->isIdle())
- {
- const CCreature *creature = stack->getCreature();
- if (animation->framesInGroup(CCreatureAnim::MOUSEON) > 0)
- {
- if (CRandomGenerator::getDefault().nextDouble(99.0) < creature->animation.timeBetweenFidgets *10)
- animation->playOnce(CCreatureAnim::MOUSEON);
- else
- animation->setType(CCreatureAnim::HOLDING);
- }
- else
- {
- animation->setType(CCreatureAnim::HOLDING);
- }
- }
- // always reset callback
- animation->onAnimationReset += std::bind(&onAnimationFinished, stack, anim);
- }
- static void transformPalette(SDL_Surface *surf, double rCor, double gCor, double bCor)
- {
- SDL_Color *colorsToChange = surf->format->palette->colors;
- for (int g=0; g<surf->format->palette->ncolors; ++g)
- {
- SDL_Color *color = &colorsToChange[g];
- if (color->b != 132 &&
- color->g != 231 &&
- color->r != 255) //it's not yellow border
- {
- color->r = static_cast<Uint8>(color->r * rCor);
- color->g = static_cast<Uint8>(color->g * gCor);
- color->b = static_cast<Uint8>(color->b * bCor);
- }
- }
- }
- void CBattleInterface::addNewAnim(CBattleAnimation *anim)
- {
- pendingAnims.push_back( std::make_pair(anim, false) );
- animsAreDisplayed.setn(true);
- }
- CBattleInterface::CBattleInterface(const CCreatureSet *army1, const CCreatureSet *army2,
- const CGHeroInstance *hero1, const CGHeroInstance *hero2,
- const SDL_Rect & myRect,
- std::shared_ptr<CPlayerInterface> att, std::shared_ptr<CPlayerInterface> defen, std::shared_ptr<CPlayerInterface> spectatorInt)
- : background(nullptr), attackingHeroInstance(hero1), defendingHeroInstance(hero2), animCount(0),
- activeStack(nullptr), mouseHoveredStack(nullptr), stackToActivate(nullptr), selectedStack(nullptr), previouslyHoveredHex(-1),
- currentlyHoveredHex(-1), attackingHex(-1), stackCanCastSpell(false), creatureCasting(false), spellDestSelectMode(false), spellToCast(nullptr), sp(nullptr),
- creatureSpellToCast(-1),
- siegeH(nullptr), attackerInt(att), defenderInt(defen), curInt(att), animIDhelper(0),
- myTurn(false), moveStarted(false), moveSoundHander(-1), bresult(nullptr), battleActionsStarted(false)
- {
- OBJ_CONSTRUCTION;
- if(spectatorInt)
- {
- curInt = spectatorInt;
- }
- else if(!curInt)
- {
- //May happen when we are defending during network MP game -> attacker interface is just not present
- curInt = defenderInt;
- }
- animsAreDisplayed.setn(false);
- pos = myRect;
- strongInterest = true;
- givenCommand.setn(nullptr);
- //hot-seat -> check tactics for both players (defender may be local human)
- if(attackerInt && attackerInt->cb->battleGetTacticDist())
- tacticianInterface = attackerInt;
- else if(defenderInt && defenderInt->cb->battleGetTacticDist())
- tacticianInterface = defenderInt;
- //if we found interface of player with tactics, then enter tactics mode
- tacticsMode = static_cast<bool>(tacticianInterface);
- //create stack queue
- bool embedQueue;
- std::string queueSize = settings["battle"]["queueSize"].String();
- if(queueSize == "auto")
- embedQueue = screen->h < 700;
- else
- embedQueue = screen->h < 700 || queueSize == "small";
- queue = std::make_shared<CStackQueue>(embedQueue, this);
- if(!embedQueue)
- {
- if (settings["battle"]["showQueue"].Bool())
- pos.y += queue->pos.h / 2; //center whole window
- queue->moveTo(Point(pos.x, pos.y - queue->pos.h));
- }
- queue->update();
- //preparing siege info
- const CGTownInstance *town = curInt->cb->battleGetDefendedTown();
- if(town && town->hasFort())
- {
- siegeH = new SiegeHelper(town, this);
- }
- CPlayerInterface::battleInt = this;
- //initializing armies
- this->army1 = army1;
- this->army2 = army2;
- std::vector<const CStack*> stacks = curInt->cb->battleGetAllStacks(true);
- for(const CStack * s : stacks)
- {
- unitAdded(s);
- }
- //preparing menu background and terrain
- if(siegeH)
- {
- background = BitmapHandler::loadBitmap( siegeH->getSiegeName(0), false );
- ui8 siegeLevel = curInt->cb->battleGetSiegeLevel();
- if (siegeLevel >= 2) //citadel or castle
- {
- //print moat/mlip
- SDL_Surface *moat = BitmapHandler::loadBitmap( siegeH->getSiegeName(13) ),
- * mlip = BitmapHandler::loadBitmap( siegeH->getSiegeName(14) );
- auto & info = siegeH->town->town->clientInfo;
- Point moatPos(info.siegePositions[13].x, info.siegePositions[13].y);
- Point mlipPos(info.siegePositions[14].x, info.siegePositions[14].y);
- if (moat) //eg. tower has no moat
- blitAt(moat, moatPos.x,moatPos.y, background);
- if (mlip) //eg. tower has no mlip
- blitAt(mlip, mlipPos.x, mlipPos.y, background);
- SDL_FreeSurface(moat);
- SDL_FreeSurface(mlip);
- }
- }
- else
- {
- auto bfieldType = (int)curInt->cb->battleGetBattlefieldType();
- if (graphics->battleBacks.size() <= bfieldType || bfieldType < 0)
- logGlobal->error("%d is not valid battlefield type index!", bfieldType);
- else if (graphics->battleBacks[bfieldType].empty())
- logGlobal->error("%d battlefield type does not have any backgrounds!", bfieldType);
- else
- {
- const std::string bgName = *RandomGeneratorUtil::nextItem(graphics->battleBacks[bfieldType], CRandomGenerator::getDefault());
- background = BitmapHandler::loadBitmap(bgName, false);
- }
- }
- //preparing graphics for displaying amounts of creatures
- amountNormal = BitmapHandler::loadBitmap("CMNUMWIN.BMP");
- CSDL_Ext::alphaTransform(amountNormal);
- transformPalette(amountNormal, 0.59, 0.19, 0.93);
- amountPositive = BitmapHandler::loadBitmap("CMNUMWIN.BMP");
- CSDL_Ext::alphaTransform(amountPositive);
- transformPalette(amountPositive, 0.18, 1.00, 0.18);
- amountNegative = BitmapHandler::loadBitmap("CMNUMWIN.BMP");
- CSDL_Ext::alphaTransform(amountNegative);
- transformPalette(amountNegative, 1.00, 0.18, 0.18);
- amountEffNeutral = BitmapHandler::loadBitmap("CMNUMWIN.BMP");
- CSDL_Ext::alphaTransform(amountEffNeutral);
- transformPalette(amountEffNeutral, 1.00, 1.00, 0.18);
- //preparing buttons and console
- bOptions = std::make_shared<CButton>(Point( 3, 561), "icm003.def", CGI->generaltexth->zelp[381], std::bind(&CBattleInterface::bOptionsf,this), SDLK_o);
- bSurrender = std::make_shared<CButton>(Point( 54, 561), "icm001.def", CGI->generaltexth->zelp[379], std::bind(&CBattleInterface::bSurrenderf,this), SDLK_s);
- bFlee = std::make_shared<CButton>(Point(105, 561), "icm002.def", CGI->generaltexth->zelp[380], std::bind(&CBattleInterface::bFleef,this), SDLK_r);
- bAutofight = std::make_shared<CButton>(Point(157, 561), "icm004.def", CGI->generaltexth->zelp[382], std::bind(&CBattleInterface::bAutofightf,this), SDLK_a);
- bSpell = std::make_shared<CButton>(Point(645, 561), "icm005.def", CGI->generaltexth->zelp[385], std::bind(&CBattleInterface::bSpellf,this), SDLK_c);
- bWait = std::make_shared<CButton>(Point(696, 561), "icm006.def", CGI->generaltexth->zelp[386], std::bind(&CBattleInterface::bWaitf,this), SDLK_w);
- bDefence = std::make_shared<CButton>(Point(747, 561), "icm007.def", CGI->generaltexth->zelp[387], std::bind(&CBattleInterface::bDefencef,this), SDLK_d);
- bDefence->assignedKeys.insert(SDLK_SPACE);
- bConsoleUp = std::make_shared<CButton>(Point(624, 561), "ComSlide.def", std::make_pair("", ""), std::bind(&CBattleInterface::bConsoleUpf,this), SDLK_UP);
- bConsoleDown = std::make_shared<CButton>(Point(624, 580), "ComSlide.def", std::make_pair("", ""), std::bind(&CBattleInterface::bConsoleDownf,this), SDLK_DOWN);
- bConsoleUp->setImageOrder(0, 1, 0, 0);
- bConsoleDown->setImageOrder(2, 3, 2, 2);
- console = std::make_shared<CBattleConsole>();
- console->pos.x += 211;
- console->pos.y += 560;
- console->pos.w = 406;
- console->pos.h = 38;
- if(tacticsMode)
- {
- btactNext = std::make_shared<CButton>(Point(213, 560), "icm011.def", std::make_pair("", ""), [&](){ bTacticNextStack(nullptr);}, SDLK_SPACE);
- btactEnd = std::make_shared<CButton>(Point(419, 560), "icm012.def", std::make_pair("", ""), [&](){ bEndTacticPhase();}, SDLK_RETURN);
- menu = BitmapHandler::loadBitmap("COPLACBR.BMP");
- }
- else
- {
- menu = BitmapHandler::loadBitmap("CBAR.BMP");
- }
- graphics->blueToPlayersAdv(menu, curInt->playerID);
- //loading hero animations
- if(hero1) // attacking hero
- {
- std::string battleImage;
- if(!hero1->type->battleImage.empty())
- {
- battleImage = hero1->type->battleImage;
- }
- else
- {
- if(hero1->sex)
- battleImage = hero1->type->heroClass->imageBattleFemale;
- else
- battleImage = hero1->type->heroClass->imageBattleMale;
- }
- attackingHero = std::make_shared<CBattleHero>(battleImage, false, hero1->tempOwner, hero1->tempOwner == curInt->playerID ? hero1 : nullptr, this);
- auto img = attackingHero->animation->getImage(0, 0, true);
- if(img)
- attackingHero->pos = genRect(img->height(), img->width(), pos.x - 43, pos.y - 19);
- }
- if(hero2) // defending hero
- {
- std::string battleImage;
- if(!hero2->type->battleImage.empty())
- {
- battleImage = hero2->type->battleImage;
- }
- else
- {
- if(hero2->sex)
- battleImage = hero2->type->heroClass->imageBattleFemale;
- else
- battleImage = hero2->type->heroClass->imageBattleMale;
- }
- defendingHero = std::make_shared<CBattleHero>(battleImage, true, hero2->tempOwner, hero2->tempOwner == curInt->playerID ? hero2 : nullptr, this);
- auto img = defendingHero->animation->getImage(0, 0, true);
- if(img)
- defendingHero->pos = genRect(img->height(), img->width(), pos.x + 693, pos.y - 19);
- }
- //preparing cells and hexes
- cellBorder = BitmapHandler::loadBitmap("CCELLGRD.BMP");
- CSDL_Ext::alphaTransform(cellBorder);
- cellShade = BitmapHandler::loadBitmap("CCELLSHD.BMP");
- CSDL_Ext::alphaTransform(cellShade);
- for (int h = 0; h < GameConstants::BFIELD_SIZE; ++h)
- {
- auto hex = std::make_shared<CClickableHex>();
- hex->myNumber = h;
- hex->pos = hexPosition(h);
- hex->accessible = true;
- hex->myInterface = this;
- bfield.push_back(hex);
- }
- //locking occupied positions on batlefield
- for(const CStack * s : stacks) //stacks gained at top of this function
- if(s->initialPosition >= 0) //turrets have position < 0
- bfield[s->getPosition()]->accessible = false;
- //preparing graphic with cell borders
- cellBorders = CSDL_Ext::newSurface(background->w, background->h, cellBorder);
- //copying palette
- for (int g=0; g<cellBorder->format->palette->ncolors; ++g) //we assume that cellBorders->format->palette->ncolors == 256
- {
- cellBorders->format->palette->colors[g] = cellBorder->format->palette->colors[g];
- }
- //palette copied
- for (int i=0; i<GameConstants::BFIELD_HEIGHT; ++i) //rows
- {
- for (int j=0; j<GameConstants::BFIELD_WIDTH-2; ++j) //columns
- {
- int x = 58 + (i%2==0 ? 22 : 0) + 44*j;
- int y = 86 + 42 *i;
- for (int cellX = 0; cellX < cellBorder->w; ++cellX)
- {
- for (int cellY = 0; cellY < cellBorder->h; ++cellY)
- {
- if (y+cellY < cellBorders->h && x+cellX < cellBorders->w)
- * ((Uint8*)cellBorders->pixels + (y+cellY) *cellBorders->pitch + (x+cellX)) |= *((Uint8*)cellBorder->pixels + cellY *cellBorder->pitch + cellX);
- }
- }
- }
- }
- backgroundWithHexes = CSDL_Ext::newSurface(background->w, background->h, screen);
- //preparing obstacle defs
- auto obst = curInt->cb->battleGetAllObstacles();
- for(auto & elem : obst)
- {
- if(elem->obstacleType == CObstacleInstance::USUAL)
- {
- std::string animationName = elem->getInfo().defName;
- auto cached = animationsCache.find(animationName);
- if(cached == animationsCache.end())
- {
- auto animation = std::make_shared<CAnimation>(animationName);
- animationsCache[animationName] = animation;
- obstacleAnimations[elem->uniqueID] = animation;
- animation->preload();
- }
- else
- {
- obstacleAnimations[elem->uniqueID] = cached->second;
- }
- }
- else if (elem->obstacleType == CObstacleInstance::ABSOLUTE_OBSTACLE)
- {
- std::string animationName = elem->getInfo().defName;
- auto cached = animationsCache.find(animationName);
- if(cached == animationsCache.end())
- {
- auto animation = std::make_shared<CAnimation>();
- animation->setCustom(animationName, 0, 0);
- animationsCache[animationName] = animation;
- obstacleAnimations[elem->uniqueID] = animation;
- animation->preload();
- }
- else
- {
- obstacleAnimations[elem->uniqueID] = cached->second;
- }
- }
- }
- for(auto hex : bfield)
- addChild(hex.get());
- if(tacticsMode)
- bTacticNextStack();
- CCS->musich->stopMusic();
- battleIntroSoundChannel = CCS->soundh->playSoundFromSet(CCS->soundh->battleIntroSounds);
- auto onIntroPlayed = [&]()
- {
- if(LOCPLINT->battleInt)
- {
- CCS->musich->playMusicFromSet("battle", true);
- battleActionsStarted = true;
- blockUI(settings["session"]["spectate"].Bool());
- battleIntroSoundChannel = -1;
- }
- };
- CCS->soundh->setCallback(battleIntroSoundChannel, onIntroPlayed);
- currentAction = PossiblePlayerBattleAction::INVALID;
- selectedAction = PossiblePlayerBattleAction::INVALID;
- addUsedEvents(RCLICK | MOVE | KEYBOARD);
- blockUI(true);
- }
- CBattleInterface::~CBattleInterface()
- {
- CPlayerInterface::battleInt = nullptr;
- givenCommand.cond.notify_all(); //that two lines should make any activeStack waiting thread to finish
- if (active) //dirty fix for #485
- {
- deactivate();
- }
- SDL_FreeSurface(background);
- SDL_FreeSurface(menu);
- SDL_FreeSurface(amountNormal);
- SDL_FreeSurface(amountNegative);
- SDL_FreeSurface(amountPositive);
- SDL_FreeSurface(amountEffNeutral);
- SDL_FreeSurface(cellBorders);
- SDL_FreeSurface(backgroundWithHexes);
- SDL_FreeSurface(cellBorder);
- SDL_FreeSurface(cellShade);
- delete siegeH;
- //TODO: play AI tracks if battle was during AI turn
- //if (!curInt->makingTurn)
- //CCS->musich->playMusicFromSet(CCS->musich->aiMusics, -1);
- if (adventureInt && adventureInt->selection)
- {
- int terrain = LOCPLINT->cb->getTile(adventureInt->selection->visitablePos())->terType;
- CCS->musich->playMusicFromSet("terrain", terrain, true);
- }
- animsAreDisplayed.setn(false);
- }
- void CBattleInterface::setPrintCellBorders(bool set)
- {
- Settings cellBorders = settings.write["battle"]["cellBorders"];
- cellBorders->Bool() = set;
- redrawBackgroundWithHexes(activeStack);
- GH.totalRedraw();
- }
- void CBattleInterface::setPrintStackRange(bool set)
- {
- Settings stackRange = settings.write["battle"]["stackRange"];
- stackRange->Bool() = set;
- redrawBackgroundWithHexes(activeStack);
- GH.totalRedraw();
- }
- void CBattleInterface::setPrintMouseShadow(bool set)
- {
- Settings shadow = settings.write["battle"]["mouseShadow"];
- shadow->Bool() = set;
- }
- void CBattleInterface::activate()
- {
- if (curInt->isAutoFightOn)
- {
- bAutofight->activate();
- return;
- }
- CIntObject::activate();
- bOptions->activate();
- bSurrender->activate();
- bFlee->activate();
- bAutofight->activate();
- bSpell->activate();
- bWait->activate();
- bDefence->activate();
- for (auto hex : bfield)
- hex->activate();
- if (attackingHero)
- attackingHero->activate();
- if (defendingHero)
- defendingHero->activate();
- if (settings["battle"]["showQueue"].Bool())
- queue->activate();
- if (tacticsMode)
- {
- btactNext->activate();
- btactEnd->activate();
- }
- else
- {
- bConsoleUp->activate();
- bConsoleDown->activate();
- }
- LOCPLINT->cingconsole->activate();
- }
- void CBattleInterface::deactivate()
- {
- CIntObject::deactivate();
- bOptions->deactivate();
- bSurrender->deactivate();
- bFlee->deactivate();
- bAutofight->deactivate();
- bSpell->deactivate();
- bWait->deactivate();
- bDefence->deactivate();
- for (auto hex : bfield)
- hex->deactivate();
- if (attackingHero)
- attackingHero->deactivate();
- if (defendingHero)
- defendingHero->deactivate();
- if (settings["battle"]["showQueue"].Bool())
- queue->deactivate();
- if (tacticsMode)
- {
- btactNext->deactivate();
- btactEnd->deactivate();
- }
- else
- {
- bConsoleUp->deactivate();
- bConsoleDown->deactivate();
- }
- LOCPLINT->cingconsole->deactivate();
- }
- void CBattleInterface::keyPressed(const SDL_KeyboardEvent & key)
- {
- if(key.keysym.sym == SDLK_q && key.state == SDL_PRESSED)
- {
- if(settings["battle"]["showQueue"].Bool()) //hide queue
- hideQueue();
- else
- showQueue();
- }
- else if(key.keysym.sym == SDLK_f && key.state == SDL_PRESSED)
- {
- enterCreatureCastingMode();
- }
- else if(key.keysym.sym == SDLK_ESCAPE)
- {
- if(!battleActionsStarted)
- CCS->soundh->stopSound(battleIntroSoundChannel);
- else
- endCastingSpell();
- }
- }
- void CBattleInterface::mouseMoved(const SDL_MouseMotionEvent &sEvent)
- {
- auto hexItr = std::find_if(bfield.begin(), bfield.end(), [](std::shared_ptr<CClickableHex> hex)
- {
- return hex->hovered && hex->strictHovered;
- });
- handleHex(hexItr == bfield.end() ? -1 : (*hexItr)->myNumber, MOVE);
- }
- void CBattleInterface::setBattleCursor(const int myNumber)
- {
- const CClickableHex & hoveredHex = *bfield[myNumber];
- CCursorHandler *cursor = CCS->curh;
- const double subdividingAngle = 2.0*M_PI/6.0; // Divide a hex into six sectors.
- const double hexMidX = hoveredHex.pos.x + hoveredHex.pos.w/2.0;
- const double hexMidY = hoveredHex.pos.y + hoveredHex.pos.h/2.0;
- const double cursorHexAngle = M_PI - atan2(hexMidY - cursor->ypos, cursor->xpos - hexMidX) + subdividingAngle/2; //TODO: refactor this nightmare
- const double sector = fmod(cursorHexAngle/subdividingAngle, 6.0);
- const int zigzagCorrection = !((myNumber/GameConstants::BFIELD_WIDTH)%2); // Off-by-one correction needed to deal with the odd battlefield rows.
- std::vector<int> sectorCursor; // From left to bottom left.
- sectorCursor.push_back(8);
- sectorCursor.push_back(9);
- sectorCursor.push_back(10);
- sectorCursor.push_back(11);
- sectorCursor.push_back(12);
- sectorCursor.push_back(7);
- const bool doubleWide = activeStack->doubleWide();
- bool aboveAttackable = true, belowAttackable = true;
- // Exclude directions which cannot be attacked from.
- // Check to the left.
- if (myNumber%GameConstants::BFIELD_WIDTH <= 1 || !vstd::contains(occupyableHexes, myNumber - 1))
- {
- sectorCursor[0] = -1;
- }
- // Check top left, top right as well as above for 2-hex creatures.
- if (myNumber/GameConstants::BFIELD_WIDTH == 0)
- {
- sectorCursor[1] = -1;
- sectorCursor[2] = -1;
- aboveAttackable = false;
- }
- else
- {
- if (doubleWide)
- {
- bool attackRow[4] = {true, true, true, true};
- if (myNumber%GameConstants::BFIELD_WIDTH <= 1 || !vstd::contains(occupyableHexes, myNumber - GameConstants::BFIELD_WIDTH - 2 + zigzagCorrection))
- attackRow[0] = false;
- if (!vstd::contains(occupyableHexes, myNumber - GameConstants::BFIELD_WIDTH - 1 + zigzagCorrection))
- attackRow[1] = false;
- if (!vstd::contains(occupyableHexes, myNumber - GameConstants::BFIELD_WIDTH + zigzagCorrection))
- attackRow[2] = false;
- if (myNumber%GameConstants::BFIELD_WIDTH >= GameConstants::BFIELD_WIDTH - 2 || !vstd::contains(occupyableHexes, myNumber - GameConstants::BFIELD_WIDTH + 1 + zigzagCorrection))
- attackRow[3] = false;
- if (!(attackRow[0] && attackRow[1]))
- sectorCursor[1] = -1;
- if (!(attackRow[1] && attackRow[2]))
- aboveAttackable = false;
- if (!(attackRow[2] && attackRow[3]))
- sectorCursor[2] = -1;
- }
- else
- {
- if (!vstd::contains(occupyableHexes, myNumber - GameConstants::BFIELD_WIDTH - 1 + zigzagCorrection))
- sectorCursor[1] = -1;
- if (!vstd::contains(occupyableHexes, myNumber - GameConstants::BFIELD_WIDTH + zigzagCorrection))
- sectorCursor[2] = -1;
- }
- }
- // Check to the right.
- if (myNumber%GameConstants::BFIELD_WIDTH >= GameConstants::BFIELD_WIDTH - 2 || !vstd::contains(occupyableHexes, myNumber + 1))
- {
- sectorCursor[3] = -1;
- }
- // Check bottom right, bottom left as well as below for 2-hex creatures.
- if (myNumber/GameConstants::BFIELD_WIDTH == GameConstants::BFIELD_HEIGHT - 1)
- {
- sectorCursor[4] = -1;
- sectorCursor[5] = -1;
- belowAttackable = false;
- }
- else
- {
- if (doubleWide)
- {
- bool attackRow[4] = {true, true, true, true};
- if (myNumber%GameConstants::BFIELD_WIDTH <= 1 || !vstd::contains(occupyableHexes, myNumber + GameConstants::BFIELD_WIDTH - 2 + zigzagCorrection))
- attackRow[0] = false;
- if (!vstd::contains(occupyableHexes, myNumber + GameConstants::BFIELD_WIDTH - 1 + zigzagCorrection))
- attackRow[1] = false;
- if (!vstd::contains(occupyableHexes, myNumber + GameConstants::BFIELD_WIDTH + zigzagCorrection))
- attackRow[2] = false;
- if (myNumber%GameConstants::BFIELD_WIDTH >= GameConstants::BFIELD_WIDTH - 2 || !vstd::contains(occupyableHexes, myNumber + GameConstants::BFIELD_WIDTH + 1 + zigzagCorrection))
- attackRow[3] = false;
- if (!(attackRow[0] && attackRow[1]))
- sectorCursor[5] = -1;
- if (!(attackRow[1] && attackRow[2]))
- belowAttackable = false;
- if (!(attackRow[2] && attackRow[3]))
- sectorCursor[4] = -1;
- }
- else
- {
- if (!vstd::contains(occupyableHexes, myNumber + GameConstants::BFIELD_WIDTH + zigzagCorrection))
- sectorCursor[4] = -1;
- if (!vstd::contains(occupyableHexes, myNumber + GameConstants::BFIELD_WIDTH - 1 + zigzagCorrection))
- sectorCursor[5] = -1;
- }
- }
- // Determine index from sector.
- int cursorIndex;
- if (doubleWide)
- {
- sectorCursor.insert(sectorCursor.begin() + 5, belowAttackable ? 13 : -1);
- sectorCursor.insert(sectorCursor.begin() + 2, aboveAttackable ? 14 : -1);
- if (sector < 1.5)
- cursorIndex = static_cast<int>(sector);
- else if (sector >= 1.5 && sector < 2.5)
- cursorIndex = 2;
- else if (sector >= 2.5 && sector < 4.5)
- cursorIndex = (int) sector + 1;
- else if (sector >= 4.5 && sector < 5.5)
- cursorIndex = 6;
- else
- cursorIndex = (int) sector + 2;
- }
- else
- {
- cursorIndex = static_cast<int>(sector);
- }
- // Generally should NEVER happen, but to avoid the possibility of having endless loop below... [#1016]
- if (!vstd::contains_if (sectorCursor, [](int sc) { return sc != -1; }))
- {
- logGlobal->error("Error: for hex %d cannot find a hex to attack from!", myNumber);
- attackingHex = -1;
- return;
- }
- // Find the closest direction attackable, starting with the right one.
- // FIXME: Is this really how the original H3 client does it?
- int i = 0;
- while (sectorCursor[(cursorIndex + i)%sectorCursor.size()] == -1) //Why hast thou forsaken me?
- i = i <= 0 ? 1 - i : -i; // 0, 1, -1, 2, -2, 3, -3 etc..
- int index = (cursorIndex + i)%sectorCursor.size(); //hopefully we get elements from sectorCursor
- cursor->changeGraphic(ECursor::COMBAT, sectorCursor[index]);
- switch (index)
- {
- case 0:
- attackingHex = myNumber - 1; //left
- break;
- case 1:
- attackingHex = myNumber - GameConstants::BFIELD_WIDTH - 1 + zigzagCorrection; //top left
- break;
- case 2:
- attackingHex = myNumber - GameConstants::BFIELD_WIDTH + zigzagCorrection; //top right
- break;
- case 3:
- attackingHex = myNumber + 1; //right
- break;
- case 4:
- attackingHex = myNumber + GameConstants::BFIELD_WIDTH + zigzagCorrection; //bottom right
- break;
- case 5:
- attackingHex = myNumber + GameConstants::BFIELD_WIDTH - 1 + zigzagCorrection; //bottom left
- break;
- }
- BattleHex hex(attackingHex);
- if (!hex.isValid())
- attackingHex = -1;
- }
- void CBattleInterface::clickRight(tribool down, bool previousState)
- {
- if (!down)
- {
- endCastingSpell();
- }
- }
- void CBattleInterface::bOptionsf()
- {
- if (spellDestSelectMode) //we are casting a spell
- return;
- CCS->curh->changeGraphic(ECursor::ADVENTURE,0);
- Rect tempRect = genRect(431, 481, 160, 84);
- tempRect += pos.topLeft();
- GH.pushIntT<CBattleOptionsWindow>(tempRect, this);
- }
- void CBattleInterface::bSurrenderf()
- {
- if(spellDestSelectMode) //we are casting a spell
- return;
- int cost = curInt->cb->battleGetSurrenderCost();
- if(cost >= 0)
- {
- std::string enemyHeroName = curInt->cb->battleGetEnemyHero().name;
- if(enemyHeroName.empty())
- {
- logGlobal->warn("Surrender performed without enemy hero, should not happen!");
- enemyHeroName = "#ENEMY#";
- }
- 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."
- curInt->showYesNoDialog(surrenderMessage, [this](){ reallySurrender(); }, nullptr);
- }
- }
- void CBattleInterface::bFleef()
- {
- if (spellDestSelectMode) //we are casting a spell
- return;
- if ( curInt->cb->battleCanFlee() )
- {
- CFunctionList<void()> ony = std::bind(&CBattleInterface::reallyFlee,this);
- curInt->showYesNoDialog(CGI->generaltexth->allTexts[28], ony, nullptr); //Are you sure you want to retreat?
- }
- else
- {
- std::vector<std::shared_ptr<CComponent>> comps;
- std::string heroName;
- //calculating fleeing hero's name
- if (attackingHeroInstance)
- if (attackingHeroInstance->tempOwner == curInt->cb->getMyColor())
- heroName = attackingHeroInstance->name;
- if (defendingHeroInstance)
- if (defendingHeroInstance->tempOwner == curInt->cb->getMyColor())
- heroName = defendingHeroInstance->name;
- //calculating text
- auto txt = boost::format(CGI->generaltexth->allTexts[340]) % heroName; //The Shackles of War are present. %s can not retreat!
- //printing message
- curInt->showInfoDialog(boost::to_string(txt), comps);
- }
- }
- void CBattleInterface::reallyFlee()
- {
- giveCommand(EActionType::RETREAT);
- CCS->curh->changeGraphic(ECursor::ADVENTURE, 0);
- }
- void CBattleInterface::reallySurrender()
- {
- if (curInt->cb->getResourceAmount(Res::GOLD) < curInt->cb->battleGetSurrenderCost())
- {
- curInt->showInfoDialog(CGI->generaltexth->allTexts[29]); //You don't have enough gold!
- }
- else
- {
- giveCommand(EActionType::SURRENDER);
- CCS->curh->changeGraphic(ECursor::ADVENTURE, 0);
- }
- }
- void CBattleInterface::bAutofightf()
- {
- if (spellDestSelectMode) //we are casting a spell
- return;
- //Stop auto-fight mode
- if (curInt->isAutoFightOn)
- {
- assert(curInt->autofightingAI);
- curInt->isAutoFightOn = false;
- logGlobal->trace("Stopping the autofight...");
- }
- else
- {
- curInt->isAutoFightOn = true;
- blockUI(true);
- auto ai = CDynLibHandler::getNewBattleAI(settings["server"]["friendlyAI"].String());
- ai->init(curInt->env, curInt->cb);
- ai->battleStart(army1, army2, int3(0,0,0), attackingHeroInstance, defendingHeroInstance, curInt->cb->battleGetMySide());
- curInt->autofightingAI = ai;
- curInt->cb->registerBattleInterface(ai);
- requestAutofightingAIToTakeAction();
- }
- }
- void CBattleInterface::bSpellf()
- {
- if (spellDestSelectMode) //we are casting a spell
- return;
- if (!myTurn)
- return;
- auto myHero = currentHero();
- if(!myHero)
- return;
- CCS->curh->changeGraphic(ECursor::ADVENTURE,0);
- ESpellCastProblem::ESpellCastProblem spellCastProblem = curInt->cb->battleCanCastSpell(myHero, spells::Mode::HERO);
- if(spellCastProblem == ESpellCastProblem::OK)
- {
- GH.pushIntT<CSpellWindow>(myHero, curInt.get());
- }
- else if (spellCastProblem == ESpellCastProblem::MAGIC_IS_BLOCKED)
- {
- //TODO: move to spell mechanics, add more information to spell cast problem
- //Handle Orb of Inhibition-like effects -> we want to display dialog with info, why casting is impossible
- auto blockingBonus = currentHero()->getBonusLocalFirst(Selector::type()(Bonus::BLOCK_ALL_MAGIC));
- if (!blockingBonus)
- return;
- if (blockingBonus->source == Bonus::ARTIFACT)
- {
- const int32_t artID = blockingBonus->sid;
- //If we have artifact, put name of our hero. Otherwise assume it's the enemy.
- //TODO check who *really* is source of bonus
- std::string heroName = myHero->hasArt(artID) ? myHero->name : enemyHero().name;
- //%s wields the %s, an ancient artifact which creates a p dead to all magic.
- LOCPLINT->showInfoDialog(boost::str(boost::format(CGI->generaltexth->allTexts[683])
- % heroName % CGI->artifacts()->getByIndex(artID)->getName()));
- }
- }
- }
- void CBattleInterface::bWaitf()
- {
- if (spellDestSelectMode) //we are casting a spell
- return;
- if (activeStack != nullptr)
- giveCommand(EActionType::WAIT);
- }
- void CBattleInterface::bDefencef()
- {
- if (spellDestSelectMode) //we are casting a spell
- return;
- if (activeStack != nullptr)
- giveCommand(EActionType::DEFEND);
- }
- void CBattleInterface::bConsoleUpf()
- {
- if (spellDestSelectMode) //we are casting a spell
- return;
- console->scrollUp();
- }
- void CBattleInterface::bConsoleDownf()
- {
- if (spellDestSelectMode) //we are casting a spell
- return;
- console->scrollDown();
- }
- void CBattleInterface::unitAdded(const CStack * stack)
- {
- creDir[stack->ID] = stack->side == BattleSide::ATTACKER; // must be set before getting stack position
- Point coords = CClickableHex::getXYUnitAnim(stack->getPosition(), stack, this);
- if(stack->initialPosition < 0) //turret
- {
- const CCreature *turretCreature = CGI->creh->objects[siegeH->town->town->clientInfo.siegeShooter];
- creAnims[stack->ID] = AnimationControls::getAnimation(turretCreature);
- // Turret positions are read out of the config/wall_pos.txt
- int posID = 0;
- switch (stack->initialPosition)
- {
- case -2: // keep creature
- posID = 18;
- break;
- case -3: // bottom creature
- posID = 19;
- break;
- case -4: // upper creature
- posID = 20;
- break;
- }
- if (posID != 0)
- {
- coords.x = siegeH->town->town->clientInfo.siegePositions[posID].x + this->pos.x;
- coords.y = siegeH->town->town->clientInfo.siegePositions[posID].y + this->pos.y;
- }
- creAnims[stack->ID]->pos.h = 225;
- }
- else
- {
- creAnims[stack->ID] = AnimationControls::getAnimation(stack->getCreature());
- creAnims[stack->ID]->onAnimationReset += std::bind(&onAnimationFinished, stack, creAnims[stack->ID]);
- creAnims[stack->ID]->pos.h = creAnims[stack->ID]->getHeight();
- }
- creAnims[stack->ID]->pos.x = coords.x;
- creAnims[stack->ID]->pos.y = coords.y;
- creAnims[stack->ID]->pos.w = creAnims[stack->ID]->getWidth();
- creAnims[stack->ID]->setType(CCreatureAnim::HOLDING);
- //loading projectiles for units
- if(stack->isShooter())
- {
- initStackProjectile(stack);
- }
- }
- void CBattleInterface::initStackProjectile(const CStack * stack)
- {
- const CCreature * creature;//creature whose shots should be loaded
- if(stack->getCreature()->idNumber == CreatureID::ARROW_TOWERS)
- creature = CGI->creh->objects[siegeH->town->town->clientInfo.siegeShooter];
- else
- creature = stack->getCreature();
- std::shared_ptr<CAnimation> projectile = std::make_shared<CAnimation>(creature->animation.projectileImageName);
- projectile->preload();
- if(projectile->size(1) != 0)
- logAnim->error("Expected empty group 1 in stack projectile");
- else
- projectile->createFlippedGroup(0, 1);
- idToProjectile[stack->getCreature()->idNumber] = projectile;
- }
- void CBattleInterface::stackRemoved(uint32_t stackID)
- {
- if (activeStack != nullptr)
- {
- if (activeStack->ID == stackID)
- {
- BattleAction *action = new BattleAction();
- action->side = defendingHeroInstance ? (curInt->playerID == defendingHeroInstance->tempOwner) : false;
- action->actionType = EActionType::CANCEL;
- action->stackNumber = activeStack->ID;
- givenCommand.setn(action);
- setActiveStack(nullptr);
- }
- }
- //todo: ensure that ghost stack animation has fadeout effect
- redrawBackgroundWithHexes(activeStack);
- queue->update();
- }
- void CBattleInterface::stackActivated(const CStack *stack) //TODO: check it all before game state is changed due to abilities
- {
- stackToActivate = stack;
- waitForAnims();
- if (stackToActivate) //during waiting stack may have gotten activated through show
- activateStack();
- }
- void CBattleInterface::stackMoved(const CStack *stack, std::vector<BattleHex> destHex, int distance)
- {
- addNewAnim(new CMovementAnimation(this, stack, destHex, distance));
- waitForAnims();
- }
- void CBattleInterface::stacksAreAttacked(std::vector<StackAttackedInfo> attackedInfos)
- {
- for(auto & attackedInfo : attackedInfos)
- {
- //if (!attackedInfo.cloneKilled) //FIXME: play dead animation for cloned creature before it vanishes
- addNewAnim(new CDefenceAnimation(attackedInfo, this));
- if(attackedInfo.rebirth)
- {
- displayEffect(50, attackedInfo.defender->getPosition()); //TODO: play reverse death animation
- CCS->soundh->playSound(soundBase::RESURECT);
- }
- }
- waitForAnims();
- std::array<int, 2> killedBySide = {0, 0};
- int targets = 0, damage = 0;
- for(const StackAttackedInfo & attackedInfo : attackedInfos)
- {
- ++targets;
- damage += (int)attackedInfo.dmg;
- ui8 side = attackedInfo.defender->side;
- killedBySide.at(side) += attackedInfo.amountKilled;
- }
- for(ui8 side = 0; side < 2; side++)
- {
- if(killedBySide.at(side) > killedBySide.at(1-side))
- setHeroAnimation(side, 2);
- else if(killedBySide.at(side) < killedBySide.at(1-side))
- setHeroAnimation(side, 3);
- }
- for (auto & attackedInfo : attackedInfos)
- {
- if (attackedInfo.rebirth)
- creAnims[attackedInfo.defender->ID]->setType(CCreatureAnim::HOLDING);
- if (attackedInfo.cloneKilled)
- stackRemoved(attackedInfo.defender->ID);
- }
- }
- void CBattleInterface::stackAttacking( const CStack *attacker, BattleHex dest, const CStack *attacked, bool shooting )
- {
- if (shooting)
- {
- addNewAnim(new CShootingAnimation(this, attacker, dest, attacked));
- }
- else
- {
- addNewAnim(new CMeleeAttackAnimation(this, attacker, dest, attacked));
- }
- //waitForAnims();
- }
- void CBattleInterface::newRoundFirst( int round )
- {
- waitForAnims();
- }
- void CBattleInterface::newRound(int number)
- {
- console->addText(CGI->generaltexth->allTexts[412]);
- }
- void CBattleInterface::giveCommand(EActionType action, BattleHex tile, si32 additional)
- {
- const CStack * actor = nullptr;
- if(action != EActionType::HERO_SPELL && action != EActionType::RETREAT && action != EActionType::SURRENDER)
- {
- actor = activeStack;
- }
- auto side = curInt->cb->playerToSide(curInt->playerID);
- if(!side)
- {
- logGlobal->error("Player %s is not in battle", curInt->playerID.getStr());
- return;
- }
- auto ba = new BattleAction(); //is deleted in CPlayerInterface::activeStack()
- ba->side = side.get();
- ba->actionType = action;
- ba->aimToHex(tile);
- ba->actionSubtype = additional;
- sendCommand(ba, actor);
- }
- void CBattleInterface::sendCommand(BattleAction *& command, const CStack * actor)
- {
- command->stackNumber = actor ? actor->unitId() : ((command->side == BattleSide::ATTACKER) ? -1 : -2);
- if(!tacticsMode)
- {
- logGlobal->trace("Setting command for %s", (actor ? actor->nodeName() : "hero"));
- myTurn = false;
- setActiveStack(nullptr);
- givenCommand.setn(command);
- }
- else
- {
- curInt->cb->battleMakeTacticAction(command);
- vstd::clear_pointer(command);
- setActiveStack(nullptr);
- //next stack will be activated when action ends
- }
- }
- bool CBattleInterface::isTileAttackable(const BattleHex & number) const
- {
- for (auto & elem : occupyableHexes)
- {
- if (BattleHex::mutualPosition(elem, number) != -1 || elem == number)
- return true;
- }
- return false;
- }
- bool CBattleInterface::isCatapultAttackable(BattleHex hex) const
- {
- if (!siegeH || tacticsMode) return false;
- auto wallPart = curInt->cb->battleHexToWallPart(hex);
- if (!curInt->cb->isWallPartPotentiallyAttackable(wallPart)) return false;
- auto state = curInt->cb->battleGetWallState(static_cast<int>(wallPart));
- return state != EWallState::DESTROYED && state != EWallState::NONE;
- }
- const CGHeroInstance * CBattleInterface::getActiveHero()
- {
- const CStack *attacker = activeStack;
- if(!attacker)
- {
- return nullptr;
- }
- if(attacker->side == BattleSide::ATTACKER)
- {
- return attackingHeroInstance;
- }
- return defendingHeroInstance;
- }
- void CBattleInterface::hexLclicked(int whichOne)
- {
- handleHex(whichOne, LCLICK);
- }
- void CBattleInterface::stackIsCatapulting(const CatapultAttack & ca)
- {
- if (ca.attacker != -1)
- {
- const CStack *stack = curInt->cb->battleGetStackByID(ca.attacker);
- for (auto attackInfo : ca.attackedParts)
- {
- addNewAnim(new CShootingAnimation(this, stack, attackInfo.destinationTile, nullptr, true, attackInfo.damageDealt));
- }
- }
- else
- {
- //no attacker stack, assume spell-related (earthquake) - only hit animation
- for (auto attackInfo : ca.attackedParts)
- {
- Point destPos = CClickableHex::getXYUnitAnim(attackInfo.destinationTile, nullptr, this) + Point(99, 120);
- addNewAnim(new CEffectAnimation(this, "SGEXPL.DEF", destPos.x, destPos.y));
- }
- }
- waitForAnims();
- for (auto attackInfo : ca.attackedParts)
- {
- int wallId = attackInfo.attackedPart + 2;
- //gate state changing handled separately
- if (wallId == SiegeHelper::GATE)
- continue;
- SDL_FreeSurface(siegeH->walls[wallId]);
- siegeH->walls[wallId] = BitmapHandler::loadBitmap(
- siegeH->getSiegeName(wallId, curInt->cb->battleGetWallState(attackInfo.attackedPart)));
- }
- }
- void CBattleInterface::battleFinished(const BattleResult& br)
- {
- bresult = &br;
- {
- auto unlockPim = vstd::makeUnlockGuard(*CPlayerInterface::pim);
- animsAreDisplayed.waitUntil(false);
- }
- setActiveStack(nullptr);
- displayBattleFinished();
- }
- void CBattleInterface::displayBattleFinished()
- {
- CCS->curh->changeGraphic(ECursor::ADVENTURE,0);
- if(settings["session"]["spectate"].Bool() && settings["session"]["spectate-skip-battle-result"].Bool())
- {
- close();
- return;
- }
- GH.pushInt(std::make_shared<CBattleResultWindow>(*bresult, *(this->curInt)));
- curInt->waitWhileDialog(); // Avoid freeze when AI end turn after battle. Check bug #1897
- CPlayerInterface::battleInt = nullptr;
- }
- void CBattleInterface::spellCast(const BattleSpellCast * sc)
- {
- const SpellID spellID = sc->spellID;
- const CSpell * spell = spellID.toSpell();
- if(!spell)
- return;
- const std::string & castSoundPath = spell->getCastSound();
- if (!castSoundPath.empty())
- CCS->soundh->playSound(castSoundPath);
- const auto casterStackID = sc->casterStack;
- const CStack * casterStack = nullptr;
- if(casterStackID >= 0)
- {
- casterStack = curInt->cb->battleGetStackByID(casterStackID);
- }
- Point srccoord = (sc->side ? Point(770, 60) : Point(30, 60)) + pos; //hero position by default
- {
- if(casterStack != nullptr)
- {
- srccoord = CClickableHex::getXYUnitAnim(casterStack->getPosition(), casterStack, this);
- srccoord.x += 250;
- srccoord.y += 240;
- }
- }
- if(casterStack != nullptr && sc->activeCast)
- {
- //todo: custom cast animation for hero
- displaySpellCast(spellID, casterStack->getPosition());
- addNewAnim(new CCastAnimation(this, casterStack, sc->tile, curInt->cb->battleGetStackByPos(sc->tile)));
- }
- waitForAnims(); //wait for cast animation
- //playing projectile animation
- if (sc->tile.isValid())
- {
- Point destcoord = CClickableHex::getXYUnitAnim(sc->tile, curInt->cb->battleGetStackByPos(sc->tile), this); //position attacked by projectile
- destcoord.x += 250; destcoord.y += 240;
- //animation angle
- double angle = atan2(static_cast<double>(destcoord.x - srccoord.x), static_cast<double>(destcoord.y - srccoord.y));
- bool Vflip = (angle < 0);
- if (Vflip)
- angle = -angle;
- std::string animToDisplay = spell->animationInfo.selectProjectile(angle);
- if(!animToDisplay.empty())
- {
- //TODO: calculate inside CEffectAnimation
- std::shared_ptr<CAnimation> tmp = std::make_shared<CAnimation>(animToDisplay);
- tmp->load(0, 0);
- auto first = tmp->getImage(0, 0);
- //displaying animation
- double diffX = (destcoord.x - srccoord.x)*(destcoord.x - srccoord.x);
- double diffY = (destcoord.y - srccoord.y)*(destcoord.y - srccoord.y);
- double distance = sqrt(diffX + diffY);
- int steps = static_cast<int>(distance / AnimationControls::getSpellEffectSpeed() + 1);
- int dx = (destcoord.x - srccoord.x - first->width())/steps;
- int dy = (destcoord.y - srccoord.y - first->height())/steps;
- addNewAnim(new CEffectAnimation(this, animToDisplay, srccoord.x, srccoord.y, dx, dy, Vflip));
- }
- }
- waitForAnims(); //wait for projectile animation
- displaySpellHit(spellID, sc->tile);
- //queuing affect animation
- for(auto & elem : sc->affectedCres)
- {
- auto stack = curInt->cb->battleGetStackByID(elem, false);
- if(stack)
- displaySpellEffect(spellID, stack->getPosition());
- }
- //queuing additional animation
- for(auto & elem : sc->customEffects)
- {
- auto stack = curInt->cb->battleGetStackByID(elem.stack, false);
- if(stack)
- displayEffect(elem.effect, stack->getPosition());
- }
- waitForAnims();
- //mana absorption
- if (sc->manaGained > 0)
- {
- Point leftHero = Point(15, 30) + pos;
- Point rightHero = Point(755, 30) + pos;
- addNewAnim(new CEffectAnimation(this, sc->side ? "SP07_A.DEF" : "SP07_B.DEF", leftHero.x, leftHero.y, 0, 0, false));
- addNewAnim(new CEffectAnimation(this, sc->side ? "SP07_B.DEF" : "SP07_A.DEF", rightHero.x, rightHero.y, 0, 0, false));
- }
- }
- void CBattleInterface::battleStacksEffectsSet(const SetStackEffect & sse)
- {
- if(activeStack != nullptr)
- redrawBackgroundWithHexes(activeStack);
- }
- void CBattleInterface::setHeroAnimation(ui8 side, int phase)
- {
- if(side == BattleSide::ATTACKER)
- {
- if(attackingHero)
- attackingHero->setPhase(phase);
- }
- else
- {
- if(defendingHero)
- defendingHero->setPhase(phase);
- }
- }
- void CBattleInterface::castThisSpell(SpellID spellID)
- {
- spellToCast = std::make_shared<BattleAction>();
- spellToCast->actionType = EActionType::HERO_SPELL;
- spellToCast->actionSubtype = spellID; //spell number
- spellToCast->stackNumber = (attackingHeroInstance->tempOwner == curInt->playerID) ? -1 : -2;
- spellToCast->side = defendingHeroInstance ? (curInt->playerID == defendingHeroInstance->tempOwner) : false;
- spellDestSelectMode = true;
- creatureCasting = false;
- //choosing possible targets
- const CGHeroInstance *castingHero = (attackingHeroInstance->tempOwner == curInt->playerID) ? attackingHeroInstance : defendingHeroInstance;
- assert(castingHero); // code below assumes non-null hero
- sp = spellID.toSpell();
- PossiblePlayerBattleAction spellSelMode = curInt->cb->getCasterAction(sp, castingHero, spells::Mode::HERO);
- if (spellSelMode == PossiblePlayerBattleAction::NO_LOCATION) //user does not have to select location
- {
- spellToCast->aimToHex(BattleHex::INVALID);
- curInt->cb->battleMakeAction(spellToCast.get());
- endCastingSpell();
- }
- else
- {
- possibleActions.clear();
- possibleActions.push_back (spellSelMode); //only this one action can be performed at the moment
- GH.fakeMouseMove();//update cursor
- }
- }
- void CBattleInterface::displayBattleLog(const std::vector<MetaString> & battleLog)
- {
- for(const auto & line : battleLog)
- {
- std::string formatted = line.toString();
- boost::algorithm::trim(formatted);
- if(!console->addText(formatted))
- logGlobal->warn("Too long battle log line");
- }
- }
- void CBattleInterface::displayCustomEffects(const std::vector<CustomEffectInfo> & customEffects)
- {
- for(const CustomEffectInfo & one : customEffects)
- {
- if(one.sound != 0)
- CCS->soundh->playSound(soundBase::soundID(one.sound));
- const CStack * s = curInt->cb->battleGetStackByID(one.stack, false);
- if(s && one.effect != 0)
- displayEffect(one.effect, s->getPosition());
- }
- }
- void CBattleInterface::displayEffect(ui32 effect, BattleHex destTile)
- {
- std::string customAnim = graphics->battleACToDef[effect][0];
- addNewAnim(new CEffectAnimation(this, customAnim, destTile));
- }
- void CBattleInterface::displaySpellAnimationQueue(const CSpell::TAnimationQueue & q, BattleHex destinationTile)
- {
- for(const CSpell::TAnimation & animation : q)
- {
- if(animation.pause > 0)
- addNewAnim(new CDummyAnimation(this, animation.pause));
- else
- addNewAnim(new CEffectAnimation(this, animation.resourceName, destinationTile, false, animation.verticalPosition == VerticalPosition::BOTTOM));
- }
- }
- void CBattleInterface::displaySpellCast(SpellID spellID, BattleHex destinationTile)
- {
- const CSpell * spell = spellID.toSpell();
- if(spell)
- displaySpellAnimationQueue(spell->animationInfo.cast, destinationTile);
- }
- void CBattleInterface::displaySpellEffect(SpellID spellID, BattleHex destinationTile)
- {
- const CSpell *spell = spellID.toSpell();
- if(spell)
- displaySpellAnimationQueue(spell->animationInfo.affect, destinationTile);
- }
- void CBattleInterface::displaySpellHit(SpellID spellID, BattleHex destinationTile)
- {
- const CSpell * spell = spellID.toSpell();
- if(spell)
- displaySpellAnimationQueue(spell->animationInfo.hit, destinationTile);
- }
- void CBattleInterface::battleTriggerEffect(const BattleTriggerEffect & bte)
- {
- const CStack * stack = curInt->cb->battleGetStackByID(bte.stackID);
- if(!stack)
- {
- logGlobal->error("Invalid stack ID %d", bte.stackID);
- return;
- }
- //don't show animation when no HP is regenerated
- switch(bte.effect)
- {
- //TODO: move to bonus type handler
- case Bonus::HP_REGENERATION:
- displayEffect(74, stack->getPosition());
- CCS->soundh->playSound(soundBase::REGENER);
- break;
- case Bonus::MANA_DRAIN:
- displayEffect(77, stack->getPosition());
- CCS->soundh->playSound(soundBase::MANADRAI);
- break;
- case Bonus::POISON:
- displayEffect(67, stack->getPosition());
- CCS->soundh->playSound(soundBase::POISON);
- break;
- case Bonus::FEAR:
- displayEffect(15, stack->getPosition());
- CCS->soundh->playSound(soundBase::FEAR);
- break;
- case Bonus::MORALE:
- {
- std::string hlp = CGI->generaltexth->allTexts[33];
- boost::algorithm::replace_first(hlp,"%s",(stack->getName()));
- displayEffect(20,stack->getPosition());
- CCS->soundh->playSound(soundBase::GOODMRLE);
- console->addText(hlp);
- break;
- }
- default:
- return;
- }
- //waitForAnims(); //fixme: freezes game :?
- }
- void CBattleInterface::setAnimSpeed(int set)
- {
- Settings speed = settings.write["battle"]["animationSpeed"];
- speed->Float() = float(set) / 100;
- }
- int CBattleInterface::getAnimSpeed() const
- {
- if(settings["session"]["spectate"].Bool() && !settings["session"]["spectate-battle-speed"].isNull())
- return static_cast<int>(vstd::round(settings["session"]["spectate-battle-speed"].Float() *100));
- return static_cast<int>(vstd::round(settings["battle"]["animationSpeed"].Float() *100));
- }
- CPlayerInterface *CBattleInterface::getCurrentPlayerInterface() const
- {
- return curInt.get();
- }
- void CBattleInterface::setActiveStack(const CStack *stack)
- {
- if (activeStack) // update UI
- creAnims[activeStack->ID]->setBorderColor(AnimationControls::getNoBorder());
- activeStack = stack;
- if (activeStack) // update UI
- creAnims[activeStack->ID]->setBorderColor(AnimationControls::getGoldBorder());
- blockUI(activeStack == nullptr);
- }
- void CBattleInterface::setHoveredStack(const CStack *stack)
- {
- if (mouseHoveredStack)
- creAnims[mouseHoveredStack->ID]->setBorderColor(AnimationControls::getNoBorder());
- // stack must be alive and not active (which uses gold border instead)
- if (stack && stack->alive() && stack != activeStack)
- {
- mouseHoveredStack = stack;
- if (mouseHoveredStack)
- {
- creAnims[mouseHoveredStack->ID]->setBorderColor(AnimationControls::getBlueBorder());
- if (creAnims[mouseHoveredStack->ID]->framesInGroup(CCreatureAnim::MOUSEON) > 0)
- creAnims[mouseHoveredStack->ID]->playOnce(CCreatureAnim::MOUSEON);
- }
- }
- else
- mouseHoveredStack = nullptr;
- }
- void CBattleInterface::activateStack()
- {
- if(!battleActionsStarted)
- return; //"show" function should re-call this function
- myTurn = true;
- if (!!attackerInt && defenderInt) //hotseat -> need to pick which interface "takes over" as active
- curInt = attackerInt->playerID == stackToActivate->owner ? attackerInt : defenderInt;
- setActiveStack(stackToActivate);
- stackToActivate = nullptr;
- const CStack *s = activeStack;
- queue->update();
- redrawBackgroundWithHexes(activeStack);
- //set casting flag to true if creature can use it to not check it every time
- const auto spellcaster = s->getBonusLocalFirst(Selector::type()(Bonus::SPELLCASTER)),
- randomSpellcaster = s->getBonusLocalFirst(Selector::type()(Bonus::RANDOM_SPELLCASTER));
- if(s->canCast() && (spellcaster || randomSpellcaster))
- {
- stackCanCastSpell = true;
- if(randomSpellcaster)
- creatureSpellToCast = -1; //spell will be set later on cast
- else
- creatureSpellToCast = curInt->cb->battleGetRandomStackSpell(CRandomGenerator::getDefault(), s, CBattleInfoCallback::RANDOM_AIMED); //faerie dragon can cast only one spell until their next move
- //TODO: what if creature can cast BOTH random genie spell and aimed spell?
- //TODO: faerie dragon type spell should be selected by server
- }
- else
- {
- stackCanCastSpell = false;
- creatureSpellToCast = -1;
- }
- possibleActions = getPossibleActionsForStack(s);
- GH.fakeMouseMove();
- }
- void CBattleInterface::endCastingSpell()
- {
- if(spellDestSelectMode)
- {
- spellToCast.reset();
- sp = nullptr;
- spellDestSelectMode = false;
- CCS->curh->changeGraphic(ECursor::COMBAT, ECursor::COMBAT_POINTER);
- if(activeStack)
- {
- possibleActions = getPossibleActionsForStack(activeStack); //restore actions after they were cleared
- myTurn = true;
- }
- }
- else
- {
- if(activeStack)
- {
- possibleActions = getPossibleActionsForStack(activeStack);
- GH.fakeMouseMove();
- }
- }
- }
- void CBattleInterface::enterCreatureCastingMode()
- {
- //silently check for possible errors
- if (!myTurn)
- return;
- if (tacticsMode)
- return;
- //hero is casting a spell
- if (spellDestSelectMode)
- return;
- if (!activeStack)
- return;
- if (!stackCanCastSpell)
- return;
- //random spellcaster
- if (creatureSpellToCast == -1)
- return;
- if (vstd::contains(possibleActions, PossiblePlayerBattleAction::NO_LOCATION))
- {
- const spells::Caster * caster = activeStack;
- const CSpell * spell = SpellID(creatureSpellToCast).toSpell();
- spells::Target target;
- target.emplace_back();
- spells::BattleCast cast(curInt->cb.get(), caster, spells::Mode::CREATURE_ACTIVE, spell);
- auto m = spell->battleMechanics(&cast);
- spells::detail::ProblemImpl ignored;
- const bool isCastingPossible = m->canBeCastAt(target, ignored);
- if (isCastingPossible)
- {
- myTurn = false;
- giveCommand(EActionType::MONSTER_SPELL, BattleHex::INVALID, creatureSpellToCast);
- selectedStack = nullptr;
- CCS->curh->changeGraphic(ECursor::COMBAT, ECursor::COMBAT_POINTER);
- }
- }
- else
- {
- possibleActions = getPossibleActionsForStack(activeStack);
- auto actionFilterPredicate = [](const PossiblePlayerBattleAction x)
- {
- return (x != PossiblePlayerBattleAction::ANY_LOCATION) && (x != PossiblePlayerBattleAction::NO_LOCATION) &&
- (x != PossiblePlayerBattleAction::FREE_LOCATION) && (x != PossiblePlayerBattleAction::AIMED_SPELL_CREATURE) &&
- (x != PossiblePlayerBattleAction::OBSTACLE);
- };
- vstd::erase_if(possibleActions, actionFilterPredicate);
- GH.fakeMouseMove();
- }
- }
- std::vector<PossiblePlayerBattleAction> CBattleInterface::getPossibleActionsForStack(const CStack *stack)
- {
- BattleClientInterfaceData data; //hard to get rid of these things so for now they're required data to pass
- data.creatureSpellToCast = creatureSpellToCast;
- data.tacticsMode = tacticsMode;
- auto allActions = curInt->cb->getClientActionsForStack(stack, data);
- return std::vector<PossiblePlayerBattleAction>(allActions);
- }
- void CBattleInterface::reorderPossibleActionsPriority(const CStack * stack, MouseHoveredHexContext context)
- {
- if(tacticsMode || possibleActions.empty()) return; //this function is not supposed to be called in tactics mode or before getPossibleActionsForStack
- auto assignPriority = [&](PossiblePlayerBattleAction const & item) -> uint8_t //large lambda assigning priority which would have to be part of possibleActions without it
- {
- switch(item)
- {
- case PossiblePlayerBattleAction::AIMED_SPELL_CREATURE:
- case PossiblePlayerBattleAction::ANY_LOCATION:
- case PossiblePlayerBattleAction::NO_LOCATION:
- case PossiblePlayerBattleAction::FREE_LOCATION:
- case PossiblePlayerBattleAction::OBSTACLE:
- if(!stack->hasBonusOfType(Bonus::NO_SPELLCAST_BY_DEFAULT) && context == MouseHoveredHexContext::OCCUPIED_HEX)
- return 1;
- else
- return 100;//bottom priority
- break;
- case PossiblePlayerBattleAction::RANDOM_GENIE_SPELL:
- return 2; break;
- case PossiblePlayerBattleAction::RISE_DEMONS:
- return 3; break;
- case PossiblePlayerBattleAction::SHOOT:
- return 4; break;
- case PossiblePlayerBattleAction::ATTACK_AND_RETURN:
- return 5; break;
- case PossiblePlayerBattleAction::ATTACK:
- return 6; break;
- case PossiblePlayerBattleAction::WALK_AND_ATTACK:
- return 7; break;
- case PossiblePlayerBattleAction::MOVE_STACK:
- return 8; break;
- case PossiblePlayerBattleAction::CATAPULT:
- return 9; break;
- case PossiblePlayerBattleAction::HEAL:
- return 10; break;
- default:
- return 200; break;
- }
- };
- auto comparer = [&](PossiblePlayerBattleAction const & lhs, PossiblePlayerBattleAction const & rhs)
- {
- return assignPriority(lhs) > assignPriority(rhs);
- };
- std::make_heap(possibleActions.begin(), possibleActions.end(), comparer);
- }
- void CBattleInterface::endAction(const BattleAction* action)
- {
- const CStack *stack = curInt->cb->battleGetStackByID(action->stackNumber);
- if(action->actionType == EActionType::HERO_SPELL)
- setHeroAnimation(action->side, 0);
- //check if we should reverse stacks
- //for some strange reason, it's not enough
- TStacks stacks = curInt->cb->battleGetStacks(CBattleCallback::MINE_AND_ENEMY);
- for (const CStack *s : stacks)
- {
- if (s && creDir[s->ID] != (s->side == BattleSide::ATTACKER) && s->alive()
- && creAnims[s->ID]->isIdle())
- {
- addNewAnim(new CReverseAnimation(this, s, s->getPosition(), false));
- }
- }
- queue->update();
- if (tacticsMode) //stack ended movement in tactics phase -> select the next one
- bTacticNextStack(stack);
- 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
- redrawBackgroundWithHexes(activeStack);
- if (activeStack && !animsAreDisplayed.get() && pendingAnims.empty() && !active)
- {
- logGlobal->warn("Something wrong... interface was deactivated but there is no animation. Reactivating...");
- blockUI(false);
- }
- else
- {
- // block UI if no active stack (e.g. enemy turn);
- blockUI(activeStack == nullptr);
- }
- }
- void CBattleInterface::hideQueue()
- {
- Settings showQueue = settings.write["battle"]["showQueue"];
- showQueue->Bool() = false;
- queue->deactivate();
- if (!queue->embedded)
- {
- moveBy(Point(0, -queue->pos.h / 2));
- GH.totalRedraw();
- }
- }
- void CBattleInterface::showQueue()
- {
- Settings showQueue = settings.write["battle"]["showQueue"];
- showQueue->Bool() = true;
- queue->activate();
- if (!queue->embedded)
- {
- moveBy(Point(0, +queue->pos.h / 2));
- GH.totalRedraw();
- }
- }
- void CBattleInterface::blockUI(bool on)
- {
- bool canCastSpells = false;
- auto hero = curInt->cb->battleGetMyHero();
- if(hero)
- {
- ESpellCastProblem::ESpellCastProblem spellcastingProblem = curInt->cb->battleCanCastSpell(hero, spells::Mode::HERO);
- //if magic is blocked, we leave button active, so the message can be displayed after button click
- canCastSpells = spellcastingProblem == ESpellCastProblem::OK || spellcastingProblem == ESpellCastProblem::MAGIC_IS_BLOCKED;
- }
- bool canWait = activeStack ? !activeStack->waitedThisTurn : false;
- bOptions->block(on);
- bFlee->block(on || !curInt->cb->battleCanFlee());
- bSurrender->block(on || curInt->cb->battleGetSurrenderCost() < 0);
- // block only if during enemy turn and auto-fight is off
- // othervice - crash on accessing non-exisiting active stack
- bAutofight->block(!curInt->isAutoFightOn && !activeStack);
- if (tacticsMode && btactEnd && btactNext)
- {
- btactNext->block(on);
- btactEnd->block(on);
- }
- else
- {
- bConsoleUp->block(on);
- bConsoleDown->block(on);
- }
- bSpell->block(on || tacticsMode || !canCastSpells);
- bWait->block(on || tacticsMode || !canWait);
- bDefence->block(on || tacticsMode);
- }
- void CBattleInterface::startAction(const BattleAction* action)
- {
- //setActiveStack(nullptr);
- setHoveredStack(nullptr);
- blockUI(true);
- if(action->actionType == EActionType::END_TACTIC_PHASE)
- {
- SDL_FreeSurface(menu);
- menu = BitmapHandler::loadBitmap("CBAR.bmp");
- graphics->blueToPlayersAdv(menu, curInt->playerID);
- return;
- }
- const CStack *stack = curInt->cb->battleGetStackByID(action->stackNumber);
- if (stack)
- {
- queue->update();
- }
- else
- {
- assert(action->actionType == EActionType::HERO_SPELL); //only cast spell is valid action without acting stack number
- }
- auto actionTarget = action->getTarget(curInt->cb.get());
- if(action->actionType == EActionType::WALK
- || (action->actionType == EActionType::WALK_AND_ATTACK && actionTarget.at(0).hexValue != stack->getPosition()))
- {
- assert(stack);
- moveStarted = true;
- if (creAnims[action->stackNumber]->framesInGroup(CCreatureAnim::MOVE_START))
- {
- pendingAnims.push_back(std::make_pair(new CMovementStartAnimation(this, stack), false));
- }
- }
- redraw(); // redraw after deactivation, including proper handling of hovered hexes
- if(action->actionType == EActionType::HERO_SPELL) //when hero casts spell
- {
- setHeroAnimation(action->side, 4);
- return;
- }
- if (!stack)
- {
- logGlobal->error("Something wrong with stackNumber in actionStarted. Stack number: %d", action->stackNumber);
- return;
- }
- int txtid = 0;
- switch(action->actionType)
- {
- case EActionType::WAIT:
- txtid = 136;
- break;
- case EActionType::BAD_MORALE:
- txtid = -34; //negative -> no separate singular/plural form
- displayEffect(30, stack->getPosition());
- CCS->soundh->playSound(soundBase::BADMRLE);
- break;
- }
- if(txtid != 0)
- console->addText(stack->formatGeneralMessage(txtid));
- //displaying special abilities
- switch(action->actionType)
- {
- case EActionType::STACK_HEAL:
- displayEffect(74, actionTarget.at(0).hexValue);
- CCS->soundh->playSound(soundBase::REGENER);
- break;
- }
- }
- void CBattleInterface::waitForAnims()
- {
- auto unlockPim = vstd::makeUnlockGuard(*CPlayerInterface::pim);
- animsAreDisplayed.waitWhileTrue();
- }
- void CBattleInterface::bEndTacticPhase()
- {
- setActiveStack(nullptr);
- blockUI(true);
- tacticsMode = false;
- }
- static bool immobile(const CStack *s)
- {
- return !s->Speed(0, true); //should bound stacks be immobile?
- }
- void CBattleInterface::bTacticNextStack(const CStack * current)
- {
- if (!current)
- current = activeStack;
- //no switching stacks when the current one is moving
- waitForAnims();
- TStacks stacksOfMine = tacticianInterface->cb->battleGetStacks(CBattleCallback::ONLY_MINE);
- vstd::erase_if (stacksOfMine, &immobile);
- if (stacksOfMine.empty())
- {
- bEndTacticPhase();
- return;
- }
- auto it = vstd::find(stacksOfMine, current);
- if (it != stacksOfMine.end() && ++it != stacksOfMine.end())
- stackActivated(*it);
- else
- stackActivated(stacksOfMine.front());
- }
- std::string formatDmgRange(std::pair<ui32, ui32> dmgRange)
- {
- if (dmgRange.first != dmgRange.second)
- return (boost::format("%d - %d") % dmgRange.first % dmgRange.second).str();
- else
- return (boost::format("%d") % dmgRange.first).str();
- }
- bool CBattleInterface::canStackMoveHere(const CStack * activeStack, BattleHex myNumber)
- {
- std::vector<BattleHex> acc = curInt->cb->battleGetAvailableHexes(activeStack);
- BattleHex shiftedDest = myNumber.cloneInDirection(activeStack->destShiftDir(), false);
- if (vstd::contains(acc, myNumber))
- return true;
- else if (activeStack->doubleWide() && vstd::contains(acc, shiftedDest))
- return true;
- else
- return false;
- }
- void CBattleInterface::handleHex(BattleHex myNumber, int eventType)
- {
- if (!myTurn || !battleActionsStarted) //we are not permit to do anything
- return;
- // This function handles mouse move over hexes and l-clicking on them.
- // First we decide what happens if player clicks on this hex and set appropriately
- // consoleMsg, cursorFrame/Type and prepare lambda realizeAction.
- //
- // Then, depending whether it was hover/click we either call the action or set tooltip/cursor.
- //used when hovering -> tooltip message and cursor to be set
- std::string consoleMsg;
- bool setCursor = true; //if we want to suppress setting cursor
- ECursor::ECursorTypes cursorType = ECursor::COMBAT;
- int cursorFrame = ECursor::COMBAT_POINTER; //TODO: is this line used?
- //used when l-clicking -> action to be called upon the click
- std::function<void()> realizeAction;
- //Get stack on the hex - first try to grab the alive one, if not found -> allow dead stacks.
- const CStack * shere = curInt->cb->battleGetStackByPos(myNumber, true);
- if(!shere)
- shere = curInt->cb->battleGetStackByPos(myNumber, false);
- if(!activeStack)
- return;
- bool ourStack = false;
- if (shere)
- ourStack = shere->owner == curInt->playerID;
- //stack changed, update selection border
- if (shere != mouseHoveredStack)
- {
- setHoveredStack(shere);
- }
- localActions.clear();
- illegalActions.clear();
- reorderPossibleActionsPriority(activeStack, shere ? MouseHoveredHexContext::OCCUPIED_HEX : MouseHoveredHexContext::UNOCCUPIED_HEX);
- const bool forcedAction = possibleActions.size() == 1;
- for (PossiblePlayerBattleAction action : possibleActions)
- {
- bool legalAction = false; //this action is legal and can be performed
- bool notLegal = false; //this action is not legal and should display message
- switch (action)
- {
- case PossiblePlayerBattleAction::CHOOSE_TACTICS_STACK:
- if (shere && ourStack)
- legalAction = true;
- break;
- case PossiblePlayerBattleAction::MOVE_TACTICS:
- case PossiblePlayerBattleAction::MOVE_STACK:
- {
- if (!(shere && shere->alive())) //we can walk on dead stacks
- {
- if(canStackMoveHere(activeStack, myNumber))
- legalAction = true;
- }
- break;
- }
- case PossiblePlayerBattleAction::ATTACK:
- case PossiblePlayerBattleAction::WALK_AND_ATTACK:
- case PossiblePlayerBattleAction::ATTACK_AND_RETURN:
- {
- if(curInt->cb->battleCanAttack(activeStack, shere, myNumber))
- {
- if (isTileAttackable(myNumber)) // move isTileAttackable to be part of battleCanAttack?
- {
- setBattleCursor(myNumber); // temporary - needed for following function :(
- BattleHex attackFromHex = fromWhichHexAttack(myNumber);
- if (attackFromHex >= 0) //we can be in this line when unreachable creature is L - clicked (as of revision 1308)
- legalAction = true;
- }
- }
- }
- break;
- case PossiblePlayerBattleAction::SHOOT:
- if(curInt->cb->battleCanShoot(activeStack, myNumber))
- legalAction = true;
- break;
- case PossiblePlayerBattleAction::ANY_LOCATION:
- if (myNumber > -1) //TODO: this should be checked for all actions
- {
- if(isCastingPossibleHere(activeStack, shere, myNumber))
- legalAction = true;
- }
- break;
- case PossiblePlayerBattleAction::AIMED_SPELL_CREATURE:
- if(shere && isCastingPossibleHere(activeStack, shere, myNumber))
- legalAction = true;
- break;
- case PossiblePlayerBattleAction::RANDOM_GENIE_SPELL:
- {
- if(shere && ourStack && shere != activeStack && shere->alive()) //only positive spells for other allied creatures
- {
- int spellID = curInt->cb->battleGetRandomStackSpell(CRandomGenerator::getDefault(), shere, CBattleInfoCallback::RANDOM_GENIE);
- if(spellID > -1)
- {
- legalAction = true;
- }
- }
- }
- break;
- case PossiblePlayerBattleAction::OBSTACLE:
- if(isCastingPossibleHere(activeStack, shere, myNumber))
- legalAction = true;
- break;
- case PossiblePlayerBattleAction::TELEPORT:
- {
- //todo: move to mechanics
- ui8 skill = 0;
- if (creatureCasting)
- skill = activeStack->getEffectLevel(SpellID(SpellID::TELEPORT).toSpell());
- else
- skill = getActiveHero()->getEffectLevel(SpellID(SpellID::TELEPORT).toSpell());
- //TODO: explicitely save power, skill
- if (curInt->cb->battleCanTeleportTo(selectedStack, myNumber, skill))
- legalAction = true;
- else
- notLegal = true;
- }
- break;
- case PossiblePlayerBattleAction::SACRIFICE: //choose our living stack to sacrifice
- if (shere && shere != selectedStack && ourStack && shere->alive())
- legalAction = true;
- else
- notLegal = true;
- break;
- case PossiblePlayerBattleAction::FREE_LOCATION:
- legalAction = true;
- if(!isCastingPossibleHere(activeStack, shere, myNumber))
- {
- legalAction = false;
- notLegal = true;
- }
- break;
- case PossiblePlayerBattleAction::CATAPULT:
- if (isCatapultAttackable(myNumber))
- legalAction = true;
- break;
- case PossiblePlayerBattleAction::HEAL:
- if (shere && ourStack && shere->canBeHealed())
- legalAction = true;
- break;
- case PossiblePlayerBattleAction::RISE_DEMONS:
- if (shere && ourStack && !shere->alive())
- {
- if (!(shere->hasBonusOfType(Bonus::UNDEAD)
- || shere->hasBonusOfType(Bonus::NON_LIVING)
- || shere->hasBonusOfType(Bonus::GARGOYLE)
- || shere->summoned
- || shere->isClone()
- || shere->hasBonusOfType(Bonus::SIEGE_WEAPON)
- ))
- legalAction = true;
- }
- break;
- }
- if (legalAction)
- localActions.push_back (action);
- else if (notLegal || forcedAction)
- illegalActions.push_back (action);
- }
- illegalAction = PossiblePlayerBattleAction::INVALID; //clear it in first place
- if (vstd::contains(localActions, selectedAction)) //try to use last selected action by default
- currentAction = selectedAction;
- else if (localActions.size()) //if not possible, select first available action (they are sorted by suggested priority)
- currentAction = localActions.front();
- else //no legal action possible
- {
- currentAction = PossiblePlayerBattleAction::INVALID; //don't allow to do anything
- if (vstd::contains(illegalActions, selectedAction))
- illegalAction = selectedAction;
- else if (illegalActions.size())
- illegalAction = illegalActions.front();
- else if (shere && ourStack && shere->alive()) //last possibility - display info about our creature
- {
- currentAction = PossiblePlayerBattleAction::CREATURE_INFO;
- }
- else
- illegalAction = PossiblePlayerBattleAction::INVALID; //we should never be here
- }
- bool isCastingPossible = false;
- bool secondaryTarget = false;
- if (currentAction > PossiblePlayerBattleAction::INVALID)
- {
- switch (currentAction) //display console message, realize selected action
- {
- case PossiblePlayerBattleAction::CHOOSE_TACTICS_STACK:
- consoleMsg = (boost::format(CGI->generaltexth->allTexts[481]) % shere->getName()).str(); //Select %s
- realizeAction = [=](){ stackActivated(shere); };
- break;
- case PossiblePlayerBattleAction::MOVE_TACTICS:
- case PossiblePlayerBattleAction::MOVE_STACK:
- if (activeStack->hasBonusOfType(Bonus::FLYING))
- {
- cursorFrame = ECursor::COMBAT_FLY;
- consoleMsg = (boost::format(CGI->generaltexth->allTexts[295]) % activeStack->getName()).str(); //Fly %s here
- }
- else
- {
- cursorFrame = ECursor::COMBAT_MOVE;
- consoleMsg = (boost::format(CGI->generaltexth->allTexts[294]) % activeStack->getName()).str(); //Move %s here
- }
- realizeAction = [=]()
- {
- if(activeStack->doubleWide())
- {
- std::vector<BattleHex> acc = curInt->cb->battleGetAvailableHexes(activeStack);
- BattleHex shiftedDest = myNumber.cloneInDirection(activeStack->destShiftDir(), false);
- if(vstd::contains(acc, myNumber))
- giveCommand(EActionType::WALK, myNumber);
- else if(vstd::contains(acc, shiftedDest))
- giveCommand(EActionType::WALK, shiftedDest);
- }
- else
- {
- giveCommand(EActionType::WALK, myNumber);
- }
- };
- break;
- case PossiblePlayerBattleAction::ATTACK:
- case PossiblePlayerBattleAction::WALK_AND_ATTACK:
- case PossiblePlayerBattleAction::ATTACK_AND_RETURN: //TODO: allow to disable return
- {
- setBattleCursor(myNumber); //handle direction of cursor and attackable tile
- setCursor = false; //don't overwrite settings from the call above //TODO: what does it mean?
- bool returnAfterAttack = currentAction == PossiblePlayerBattleAction::ATTACK_AND_RETURN;
- realizeAction = [=]()
- {
- BattleHex attackFromHex = fromWhichHexAttack(myNumber);
- if(attackFromHex.isValid()) //we can be in this line when unreachable creature is L - clicked (as of revision 1308)
- {
- auto command = new BattleAction(BattleAction::makeMeleeAttack(activeStack, myNumber, attackFromHex, returnAfterAttack));
- sendCommand(command, activeStack);
- }
- };
- TDmgRange damage = curInt->cb->battleEstimateDamage(activeStack, shere);
- std::string estDmgText = formatDmgRange(std::make_pair((ui32)damage.first, (ui32)damage.second)); //calculating estimated dmg
- consoleMsg = (boost::format(CGI->generaltexth->allTexts[36]) % shere->getName() % estDmgText).str(); //Attack %s (%s damage)
- }
- break;
- case PossiblePlayerBattleAction::SHOOT:
- {
- if (curInt->cb->battleHasShootingPenalty(activeStack, myNumber))
- cursorFrame = ECursor::COMBAT_SHOOT_PENALTY;
- else
- cursorFrame = ECursor::COMBAT_SHOOT;
- realizeAction = [=](){giveCommand(EActionType::SHOOT, myNumber);};
- TDmgRange damage = curInt->cb->battleEstimateDamage(activeStack, shere);
- std::string estDmgText = formatDmgRange(std::make_pair((ui32)damage.first, (ui32)damage.second)); //calculating estimated dmg
- //printing - Shoot %s (%d shots left, %s damage)
- consoleMsg = (boost::format(CGI->generaltexth->allTexts[296]) % shere->getName() % activeStack->shots.available() % estDmgText).str();
- }
- break;
- case PossiblePlayerBattleAction::AIMED_SPELL_CREATURE:
- sp = CGI->spellh->objects[creatureCasting ? creatureSpellToCast : spellToCast->actionSubtype]; //necessary if creature has random Genie spell at same time
- consoleMsg = boost::str(boost::format(CGI->generaltexth->allTexts[27]) % sp->name % shere->getName()); //Cast %s on %s
- switch (sp->id)
- {
- case SpellID::SACRIFICE:
- case SpellID::TELEPORT:
- selectedStack = shere; //remember first target
- secondaryTarget = true;
- break;
- }
- isCastingPossible = true;
- break;
- case PossiblePlayerBattleAction::ANY_LOCATION:
- sp = CGI->spellh->objects[creatureCasting ? creatureSpellToCast : spellToCast->actionSubtype]; //necessary if creature has random Genie spell at same time
- consoleMsg = boost::str(boost::format(CGI->generaltexth->allTexts[26]) % sp->name); //Cast %s
- isCastingPossible = true;
- break;
- case PossiblePlayerBattleAction::RANDOM_GENIE_SPELL: //we assume that teleport / sacrifice will never be available as random spell
- sp = nullptr;
- consoleMsg = boost::str(boost::format(CGI->generaltexth->allTexts[301]) % shere->getName()); //Cast a spell on %
- creatureCasting = true;
- isCastingPossible = true;
- break;
- case PossiblePlayerBattleAction::TELEPORT:
- consoleMsg = CGI->generaltexth->allTexts[25]; //Teleport Here
- cursorFrame = ECursor::COMBAT_TELEPORT;
- isCastingPossible = true;
- break;
- case PossiblePlayerBattleAction::OBSTACLE:
- consoleMsg = CGI->generaltexth->allTexts[550];
- //TODO: remove obstacle cursor
- isCastingPossible = true;
- break;
- case PossiblePlayerBattleAction::SACRIFICE:
- consoleMsg = (boost::format(CGI->generaltexth->allTexts[549]) % shere->getName()).str(); //sacrifice the %s
- cursorFrame = ECursor::COMBAT_SACRIFICE;
- isCastingPossible = true;
- break;
- case PossiblePlayerBattleAction::FREE_LOCATION:
- consoleMsg = boost::str(boost::format(CGI->generaltexth->allTexts[26]) % sp->name); //Cast %s
- isCastingPossible = true;
- break;
- case PossiblePlayerBattleAction::HEAL:
- cursorFrame = ECursor::COMBAT_HEAL;
- consoleMsg = (boost::format(CGI->generaltexth->allTexts[419]) % shere->getName()).str(); //Apply first aid to the %s
- realizeAction = [=](){ giveCommand(EActionType::STACK_HEAL, myNumber); }; //command healing
- break;
- case PossiblePlayerBattleAction::RISE_DEMONS:
- cursorType = ECursor::SPELLBOOK;
- realizeAction = [=]()
- {
- giveCommand(EActionType::DAEMON_SUMMONING, myNumber);
- };
- break;
- case PossiblePlayerBattleAction::CATAPULT:
- cursorFrame = ECursor::COMBAT_SHOOT_CATAPULT;
- realizeAction = [=](){ giveCommand(EActionType::CATAPULT, myNumber); };
- break;
- case PossiblePlayerBattleAction::CREATURE_INFO:
- {
- cursorFrame = ECursor::COMBAT_QUERY;
- consoleMsg = (boost::format(CGI->generaltexth->allTexts[297]) % shere->getName()).str();
- realizeAction = [=](){ GH.pushIntT<CStackWindow>(shere, false); };
- break;
- }
- }
- }
- else //no possible valid action, display message
- {
- switch (illegalAction)
- {
- case PossiblePlayerBattleAction::AIMED_SPELL_CREATURE:
- case PossiblePlayerBattleAction::RANDOM_GENIE_SPELL:
- cursorFrame = ECursor::COMBAT_BLOCKED;
- consoleMsg = CGI->generaltexth->allTexts[23];
- break;
- case PossiblePlayerBattleAction::TELEPORT:
- cursorFrame = ECursor::COMBAT_BLOCKED;
- consoleMsg = CGI->generaltexth->allTexts[24]; //Invalid Teleport Destination
- break;
- case PossiblePlayerBattleAction::SACRIFICE:
- consoleMsg = CGI->generaltexth->allTexts[543]; //choose army to sacrifice
- break;
- case PossiblePlayerBattleAction::FREE_LOCATION:
- cursorFrame = ECursor::COMBAT_BLOCKED;
- consoleMsg = boost::str(boost::format(CGI->generaltexth->allTexts[181]) % sp->name); //No room to place %s here
- break;
- default:
- if (myNumber == -1)
- CCS->curh->changeGraphic(ECursor::COMBAT, ECursor::COMBAT_POINTER); //set neutral cursor over menu etc.
- else
- cursorFrame = ECursor::COMBAT_BLOCKED;
- break;
- }
- }
- if (isCastingPossible) //common part
- {
- switch (currentAction) //don't use that with teleport / sacrifice
- {
- case PossiblePlayerBattleAction::TELEPORT: //FIXME: more generic solution?
- case PossiblePlayerBattleAction::SACRIFICE:
- break;
- default:
- cursorType = ECursor::SPELLBOOK;
- cursorFrame = 0;
- if (consoleMsg.empty() && sp)
- consoleMsg = boost::str(boost::format(CGI->generaltexth->allTexts[26]) % sp->name); //Cast %s
- break;
- }
- realizeAction = [=]()
- {
- if(secondaryTarget) //select that target now
- {
- possibleActions.clear();
- switch (sp->id.toEnum())
- {
- case SpellID::TELEPORT: //don't cast spell yet, only select target
- spellToCast->aimToUnit(shere);
- possibleActions.push_back(PossiblePlayerBattleAction::TELEPORT);
- break;
- case SpellID::SACRIFICE:
- spellToCast->aimToHex(myNumber);
- possibleActions.push_back(PossiblePlayerBattleAction::SACRIFICE);
- break;
- }
- }
- else
- {
- if (creatureCasting)
- {
- if (sp)
- {
- giveCommand(EActionType::MONSTER_SPELL, myNumber, creatureSpellToCast);
- }
- else //unknown random spell
- {
- giveCommand(EActionType::MONSTER_SPELL, myNumber);
- }
- }
- else
- {
- assert(sp);
- switch (sp->id.toEnum())
- {
- case SpellID::SACRIFICE:
- spellToCast->aimToUnit(shere);//victim
- break;
- default:
- spellToCast->aimToHex(myNumber);
- break;
- }
- curInt->cb->battleMakeAction(spellToCast.get());
- endCastingSpell();
- }
- selectedStack = nullptr;
- }
- };
- }
- {
- if (eventType == MOVE)
- {
- if (setCursor)
- CCS->curh->changeGraphic(cursorType, cursorFrame);
- this->console->alterText(consoleMsg);
- this->console->whoSetAlter = 0;
- }
- if (eventType == LCLICK && realizeAction)
- {
- //opening creature window shouldn't affect myTurn...
- if ((currentAction != PossiblePlayerBattleAction::CREATURE_INFO) && !secondaryTarget)
- {
- myTurn = false; //tends to crash with empty calls
- }
- realizeAction();
- if (!secondaryTarget) //do not replace teleport or sacrifice cursor
- CCS->curh->changeGraphic(ECursor::COMBAT, ECursor::COMBAT_POINTER);
- this->console->alterText("");
- }
- }
- }
- bool CBattleInterface::isCastingPossibleHere(const CStack *sactive, const CStack *shere, BattleHex myNumber)
- {
- creatureCasting = stackCanCastSpell && !spellDestSelectMode; //TODO: allow creatures to cast aimed spells
- bool isCastingPossible = true;
- int spellID = -1;
- if (creatureCasting)
- {
- if (creatureSpellToCast > -1 && (shere != sactive)) //can't cast on itself
- spellID = creatureSpellToCast; //TODO: merge with SpellTocast?
- }
- else //hero casting
- {
- spellID = spellToCast->actionSubtype;
- }
- sp = nullptr;
- if (spellID >= 0)
- sp = CGI->spellh->objects[spellID];
- if (sp)
- {
- const spells::Caster *caster = creatureCasting ? static_cast<const spells::Caster *>(sactive) : static_cast<const spells::Caster *>(curInt->cb->battleGetMyHero());
- if (caster == nullptr)
- {
- isCastingPossible = false;//just in case
- }
- else
- {
- const spells::Mode mode = creatureCasting ? spells::Mode::CREATURE_ACTIVE : spells::Mode::HERO;
- spells::Target target;
- target.emplace_back(myNumber);
- spells::BattleCast cast(curInt->cb.get(), caster, mode, sp);
- auto m = sp->battleMechanics(&cast);
- spells::detail::ProblemImpl problem; //todo: display problem in status bar
- isCastingPossible = m->canBeCastAt(target, problem);
- }
- }
- else
- isCastingPossible = false;
- if (!myNumber.isAvailable() && !shere) //empty tile outside battlefield (or in the unavailable border column)
- isCastingPossible = false;
- return isCastingPossible;
- }
- BattleHex CBattleInterface::fromWhichHexAttack(BattleHex myNumber)
- {
- //TODO far too much repeating code
- BattleHex destHex;
- switch(CCS->curh->frame)
- {
- case 12: //from bottom right
- {
- bool doubleWide = activeStack->doubleWide();
- destHex = myNumber + ( (myNumber/GameConstants::BFIELD_WIDTH)%2 ? GameConstants::BFIELD_WIDTH : GameConstants::BFIELD_WIDTH+1 ) +
- (activeStack->side == BattleSide::ATTACKER && doubleWide ? 1 : 0);
- if(vstd::contains(occupyableHexes, destHex))
- return destHex;
- else if(activeStack->side == BattleSide::ATTACKER)
- {
- if (vstd::contains(occupyableHexes, destHex+1))
- return destHex+1;
- }
- else //if we are defender
- {
- if(vstd::contains(occupyableHexes, destHex-1))
- return destHex-1;
- }
- break;
- }
- case 7: //from bottom left
- {
- destHex = myNumber + ( (myNumber/GameConstants::BFIELD_WIDTH)%2 ? GameConstants::BFIELD_WIDTH-1 : GameConstants::BFIELD_WIDTH );
- if (vstd::contains(occupyableHexes, destHex))
- return destHex;
- else if(activeStack->side == BattleSide::ATTACKER)
- {
- if(vstd::contains(occupyableHexes, destHex+1))
- return destHex+1;
- }
- else //we are defender
- {
- if(vstd::contains(occupyableHexes, destHex-1))
- return destHex-1;
- }
- break;
- }
- case 8: //from left
- {
- if(activeStack->doubleWide() && activeStack->side == BattleSide::DEFENDER)
- {
- std::vector<BattleHex> acc = curInt->cb->battleGetAvailableHexes(activeStack);
- if (vstd::contains(acc, myNumber))
- return myNumber - 1;
- else
- return myNumber - 2;
- }
- else
- {
- return myNumber - 1;
- }
- break;
- }
- case 9: //from top left
- {
- destHex = myNumber - ((myNumber/GameConstants::BFIELD_WIDTH) % 2 ? GameConstants::BFIELD_WIDTH + 1 : GameConstants::BFIELD_WIDTH);
- if(vstd::contains(occupyableHexes, destHex))
- return destHex;
- else if(activeStack->side == BattleSide::ATTACKER)
- {
- if(vstd::contains(occupyableHexes, destHex+1))
- return destHex+1;
- }
- else //if we are defender
- {
- if(vstd::contains(occupyableHexes, destHex-1))
- return destHex-1;
- }
- break;
- }
- case 10: //from top right
- {
- bool doubleWide = activeStack->doubleWide();
- destHex = myNumber - ( (myNumber/GameConstants::BFIELD_WIDTH)%2 ? GameConstants::BFIELD_WIDTH : GameConstants::BFIELD_WIDTH-1 ) +
- (activeStack->side == BattleSide::ATTACKER && doubleWide ? 1 : 0);
- if(vstd::contains(occupyableHexes, destHex))
- return destHex;
- else if(activeStack->side == BattleSide::ATTACKER)
- {
- if(vstd::contains(occupyableHexes, destHex+1))
- return destHex+1;
- }
- else //if we are defender
- {
- if(vstd::contains(occupyableHexes, destHex-1))
- return destHex-1;
- }
- break;
- }
- case 11: //from right
- {
- if(activeStack->doubleWide() && activeStack->side == BattleSide::ATTACKER)
- {
- std::vector<BattleHex> acc = curInt->cb->battleGetAvailableHexes(activeStack);
- if(vstd::contains(acc, myNumber))
- return myNumber + 1;
- else
- return myNumber + 2;
- }
- else
- {
- return myNumber + 1;
- }
- break;
- }
- case 13: //from bottom
- {
- destHex = myNumber + ( (myNumber/GameConstants::BFIELD_WIDTH)%2 ? GameConstants::BFIELD_WIDTH : GameConstants::BFIELD_WIDTH+1 );
- if(vstd::contains(occupyableHexes, destHex))
- return destHex;
- else if(activeStack->side == BattleSide::ATTACKER)
- {
- if(vstd::contains(occupyableHexes, destHex+1))
- return destHex+1;
- }
- else //if we are defender
- {
- if(vstd::contains(occupyableHexes, destHex-1))
- return destHex-1;
- }
- break;
- }
- case 14: //from top
- {
- destHex = myNumber - ( (myNumber/GameConstants::BFIELD_WIDTH)%2 ? GameConstants::BFIELD_WIDTH : GameConstants::BFIELD_WIDTH-1 );
- if (vstd::contains(occupyableHexes, destHex))
- return destHex;
- else if(activeStack->side == BattleSide::ATTACKER)
- {
- if(vstd::contains(occupyableHexes, destHex+1))
- return destHex+1;
- }
- else //if we are defender
- {
- if(vstd::contains(occupyableHexes, destHex-1))
- return destHex-1;
- }
- break;
- }
- }
- return -1;
- }
- Rect CBattleInterface::hexPosition(BattleHex hex) const
- {
- int x = 14 + ((hex.getY())%2==0 ? 22 : 0) + 44*hex.getX() + pos.x;
- int y = 86 + 42 *hex.getY() + pos.y;
- int w = cellShade->w;
- int h = cellShade->h;
- return Rect(x, y, w, h);
- }
- void CBattleInterface::obstaclePlaced(const CObstacleInstance & oi)
- {
- //so when multiple obstacles are added, they show up one after another
- waitForAnims();
- //soundBase::soundID sound; // FIXME(v.markovtsev): soundh->playSound() is commented in the end => warning
- std::string defname;
- switch(oi.obstacleType)
- {
- case CObstacleInstance::SPELL_CREATED:
- {
- auto &spellObstacle = dynamic_cast<const SpellCreatedObstacle&>(oi);
- defname = spellObstacle.appearAnimation;
- //TODO: sound
- //soundBase::QUIKSAND
- //soundBase::LANDMINE
- //soundBase::FORCEFLD
- //soundBase::fireWall
- }
- break;
- default:
- logGlobal->error("I don't know how to animate appearing obstacle of type %d", (int)oi.obstacleType);
- return;
- }
- auto animation = std::make_shared<CAnimation>(defname);
- animation->preload();
- auto first = animation->getImage(0, 0);
- if(!first)
- return;
- //we assume here that effect graphics have the same size as the usual obstacle image
- // -> if we know how to blit obstacle, let's blit the effect in the same place
- Point whereTo = getObstaclePosition(first, oi);
- addNewAnim(new CEffectAnimation(this, animation, whereTo.x, whereTo.y));
- //TODO we need to wait after playing sound till it's finished, otherwise it overlaps and sounds really bad
- //CCS->soundh->playSound(sound);
- }
- void CBattleInterface::gateStateChanged(const EGateState state)
- {
- auto oldState = curInt->cb->battleGetGateState();
- bool playSound = false;
- int stateId = EWallState::NONE;
- switch(state)
- {
- case EGateState::CLOSED:
- if (oldState != EGateState::BLOCKED)
- playSound = true;
- break;
- case EGateState::BLOCKED:
- if (oldState != EGateState::CLOSED)
- playSound = true;
- break;
- case EGateState::OPENED:
- playSound = true;
- stateId = EWallState::DAMAGED;
- break;
- case EGateState::DESTROYED:
- stateId = EWallState::DESTROYED;
- break;
- }
- if (oldState != EGateState::NONE && oldState != EGateState::CLOSED && oldState != EGateState::BLOCKED)
- SDL_FreeSurface(siegeH->walls[SiegeHelper::GATE]);
- if (stateId != EWallState::NONE)
- siegeH->walls[SiegeHelper::GATE] = BitmapHandler::loadBitmap(siegeH->getSiegeName(SiegeHelper::GATE, stateId));
- if (playSound)
- CCS->soundh->playSound(soundBase::DRAWBRG);
- }
- const CGHeroInstance *CBattleInterface::currentHero() const
- {
- if (attackingHeroInstance->tempOwner == curInt->playerID)
- return attackingHeroInstance;
- else
- return defendingHeroInstance;
- }
- InfoAboutHero CBattleInterface::enemyHero() const
- {
- InfoAboutHero ret;
- if (attackingHeroInstance->tempOwner == curInt->playerID)
- curInt->cb->getHeroInfo(defendingHeroInstance, ret);
- else
- curInt->cb->getHeroInfo(attackingHeroInstance, ret);
- return ret;
- }
- void CBattleInterface::requestAutofightingAIToTakeAction()
- {
- assert(curInt->isAutoFightOn);
- boost::thread aiThread([&]()
- {
- auto ba = make_unique<BattleAction>(curInt->autofightingAI->activeStack(activeStack));
- if(curInt->cb->battleIsFinished())
- {
- return; // battle finished with spellcast
- }
- if (curInt->isAutoFightOn)
- {
- if (tacticsMode)
- {
- // Always end tactics mode. Player interface is blocked currently, so it's not possible that
- // the AI can take any action except end tactics phase (AI actions won't be triggered)
- //TODO implement the possibility that the AI will be triggered for further actions
- //TODO any solution to merge tactics phase & normal phase in the way it is handled by the player and battle interface?
- setActiveStack(nullptr);
- blockUI(true);
- tacticsMode = false;
- }
- else
- {
- givenCommand.setn(ba.release());
- }
- }
- else
- {
- boost::unique_lock<boost::recursive_mutex> un(*CPlayerInterface::pim);
- activateStack();
- }
- });
- aiThread.detach();
- }
- CBattleInterface::SiegeHelper::SiegeHelper(const CGTownInstance *siegeTown, const CBattleInterface *_owner)
- : owner(_owner), town(siegeTown)
- {
- for (int g = 0; g < ARRAY_COUNT(walls); ++g)
- {
- if (g != SiegeHelper::GATE)
- walls[g] = BitmapHandler::loadBitmap(getSiegeName(g));
- }
- }
- CBattleInterface::SiegeHelper::~SiegeHelper()
- {
- auto gateState = owner->curInt->cb->battleGetGateState();
- for (int g = 0; g < ARRAY_COUNT(walls); ++g)
- {
- if (g != SiegeHelper::GATE || (gateState != EGateState::NONE && gateState != EGateState::CLOSED && gateState != EGateState::BLOCKED))
- SDL_FreeSurface(walls[g]);
- }
- }
- std::string CBattleInterface::SiegeHelper::getSiegeName(ui16 what) const
- {
- return getSiegeName(what, EWallState::INTACT);
- }
- std::string CBattleInterface::SiegeHelper::getSiegeName(ui16 what, int state) const
- {
- auto getImageIndex = [&]() -> int
- {
- switch (state)
- {
- case EWallState::INTACT : return 1;
- case EWallState::DAMAGED :
- if(what == 2 || what == 3 || what == 8) // towers don't have separate image here - INTACT and DAMAGED is 1, DESTROYED is 2
- return 1;
- else
- return 2;
- case EWallState::DESTROYED :
- if (what == 2 || what == 3 || what == 8)
- return 2;
- else
- return 3;
- }
- return 1;
- };
- const std::string & prefix = town->town->clientInfo.siegePrefix;
- std::string addit = boost::lexical_cast<std::string>(getImageIndex());
- switch(what)
- {
- case SiegeHelper::BACKGROUND:
- return prefix + "BACK.BMP";
- case SiegeHelper::BACKGROUND_WALL:
- {
- switch(town->town->faction->index)
- {
- case ETownType::RAMPART:
- case ETownType::NECROPOLIS:
- case ETownType::DUNGEON:
- case ETownType::STRONGHOLD:
- return prefix + "TPW1.BMP";
- default:
- return prefix + "TPWL.BMP";
- }
- }
- case SiegeHelper::KEEP:
- return prefix + "MAN" + addit + ".BMP";
- case SiegeHelper::BOTTOM_TOWER:
- return prefix + "TW1" + addit + ".BMP";
- case SiegeHelper::BOTTOM_WALL:
- return prefix + "WA1" + addit + ".BMP";
- case SiegeHelper::WALL_BELLOW_GATE:
- return prefix + "WA3" + addit + ".BMP";
- case SiegeHelper::WALL_OVER_GATE:
- return prefix + "WA4" + addit + ".BMP";
- case SiegeHelper::UPPER_WALL:
- return prefix + "WA6" + addit + ".BMP";
- case SiegeHelper::UPPER_TOWER:
- return prefix + "TW2" + addit + ".BMP";
- case SiegeHelper::GATE:
- return prefix + "DRW" + addit + ".BMP";
- case SiegeHelper::GATE_ARCH:
- return prefix + "ARCH.BMP";
- case SiegeHelper::BOTTOM_STATIC_WALL:
- return prefix + "WA2.BMP";
- case SiegeHelper::UPPER_STATIC_WALL:
- return prefix + "WA5.BMP";
- case SiegeHelper::MOAT:
- return prefix + "MOAT.BMP";
- case SiegeHelper::BACKGROUND_MOAT:
- return prefix + "MLIP.BMP";
- case SiegeHelper::KEEP_BATTLEMENT:
- return prefix + "MANC.BMP";
- case SiegeHelper::BOTTOM_BATTLEMENT:
- return prefix + "TW1C.BMP";
- case SiegeHelper::UPPER_BATTLEMENT:
- return prefix + "TW2C.BMP";
- default:
- return "";
- }
- }
- void CBattleInterface::SiegeHelper::printPartOfWall(SDL_Surface *to, int what)
- {
- Point pos = Point(-1, -1);
- auto & ci = town->town->clientInfo;
- if (vstd::iswithin(what, 1, 17))
- {
- pos.x = ci.siegePositions[what].x + owner->pos.x;
- pos.y = ci.siegePositions[what].y + owner->pos.y;
- }
- if (town->town->faction->index == ETownType::TOWER
- && (what == SiegeHelper::MOAT || what == SiegeHelper::BACKGROUND_MOAT))
- return; // no moat in Tower. TODO: remove hardcode somehow?
- if (pos.x != -1)
- {
- //gate have no displayed bitmap when drawbridge is raised
- if (what == SiegeHelper::GATE)
- {
- auto gateState = owner->curInt->cb->battleGetGateState();
- if (gateState != EGateState::OPENED && gateState != EGateState::DESTROYED)
- return;
- }
- blitAt(walls[what], pos.x, pos.y, to);
- }
- }
- CatapultProjectileInfo::CatapultProjectileInfo(Point from, Point dest)
- {
- facA = 0.005; // seems to be constant
- // system of 2 linear equations, solutions of which are missing coefficients
- // for quadratic equation a*x*x + b*x + c
- double eq[2][3] = {
- { static_cast<double>(from.x), 1.0, from.y - facA*from.x*from.x },
- { static_cast<double>(dest.x), 1.0, dest.y - facA*dest.x*dest.x }
- };
- // solve system via determinants
- double det = eq[0][0] *eq[1][1] - eq[1][0] *eq[0][1];
- double detB = eq[0][2] *eq[1][1] - eq[1][2] *eq[0][1];
- double detC = eq[0][0] *eq[1][2] - eq[1][0] *eq[0][2];
- facB = detB / det;
- facC = detC / det;
- // make sure that parabola is correct e.g. passes through from and dest
- assert(fabs(calculateY(from.x) - from.y) < 1.0);
- assert(fabs(calculateY(dest.x) - dest.y) < 1.0);
- }
- double CatapultProjectileInfo::calculateY(double x)
- {
- return facA *pow(x, 2.0) + facB *x + facC;
- }
- void CBattleInterface::showAll(SDL_Surface *to)
- {
- show(to);
- }
- void CBattleInterface::show(SDL_Surface *to)
- {
- assert(to);
- SDL_Rect buf;
- SDL_GetClipRect(to, &buf);
- SDL_SetClipRect(to, &pos);
- ++animCount;
- showBackground(to);
- showBattlefieldObjects(to);
- showProjectiles(to);
- if(battleActionsStarted)
- updateBattleAnimations();
- SDL_SetClipRect(to, &buf); //restoring previous clip_rect
- showInterface(to);
- //activation of next stack
- if (pendingAnims.empty() && stackToActivate != nullptr && battleActionsStarted) //FIXME: watch for recursive infinite loop here when working with this file, this needs rework anyway...
- {
- activateStack();
- //we may have changed active interface (another side in hot-seat),
- // so we can't continue drawing with old setting.
- show(to);
- }
- }
- void CBattleInterface::showBackground(SDL_Surface *to)
- {
- if (activeStack != nullptr && creAnims[activeStack->ID]->isIdle()) //show everything with range
- {
- // FIXME: any *real* reason to keep this separate? Speed difference can't be that big
- blitAt(backgroundWithHexes, pos.x, pos.y, to);
- }
- else
- {
- showBackgroundImage(to);
- showAbsoluteObstacles(to);
- }
- showHighlightedHexes(to);
- }
- void CBattleInterface::showBackgroundImage(SDL_Surface *to)
- {
- blitAt(background, pos.x, pos.y, to);
- if (settings["battle"]["cellBorders"].Bool())
- {
- CSDL_Ext::blit8bppAlphaTo24bpp(cellBorders, nullptr, to, &pos);
- }
- }
- void CBattleInterface::showAbsoluteObstacles(SDL_Surface * to)
- {
- //Blit absolute obstacles
- for(auto & oi : curInt->cb->battleGetAllObstacles())
- {
- if(oi->obstacleType == CObstacleInstance::ABSOLUTE_OBSTACLE)
- {
- auto img = getObstacleImage(*oi);
- if(img)
- img->draw(to, pos.x + oi->getInfo().width, pos.y + oi->getInfo().height);
- }
- }
- if (siegeH && siegeH->town->hasBuilt(BuildingID::CITADEL))
- siegeH->printPartOfWall(to, SiegeHelper::BACKGROUND_MOAT);
- }
- void CBattleInterface::showHighlightedHexes(SDL_Surface *to)
- {
- bool delayedBlit = false; //workaround for blitting enemy stack hex without mouse shadow with stack range on
- if(activeStack && settings["battle"]["stackRange"].Bool())
- {
- std::set<BattleHex> set = curInt->cb->battleGetAttackedHexes(activeStack, currentlyHoveredHex, attackingHex);
- for(BattleHex hex : set)
- if(hex != currentlyHoveredHex)
- showHighlightedHex(to, hex);
- // display the movement shadow of the stack at b (i.e. stack under mouse)
- const CStack * const shere = curInt->cb->battleGetStackByPos(currentlyHoveredHex, false);
- if(shere && shere != activeStack && shere->alive())
- {
- std::vector<BattleHex> v = curInt->cb->battleGetAvailableHexes(shere, true, nullptr);
- for(BattleHex hex : v)
- {
- if(hex != currentlyHoveredHex)
- showHighlightedHex(to, hex);
- else if(!settings["battle"]["mouseShadow"].Bool())
- delayedBlit = true; //blit at the end of method to avoid graphic artifacts
- else
- showHighlightedHex(to, hex, true); //blit now and blit 2nd time later for darker shadow - avoids graphic artifacts
- }
- }
- }
- for(int b=0; b<GameConstants::BFIELD_SIZE; ++b)
- {
- if(bfield[b]->strictHovered && bfield[b]->hovered)
- {
- if(previouslyHoveredHex == -1)
- previouslyHoveredHex = b; //something to start with
- if(currentlyHoveredHex == -1)
- currentlyHoveredHex = b; //something to start with
- if(currentlyHoveredHex != b) //repair hover info
- {
- previouslyHoveredHex = currentlyHoveredHex;
- currentlyHoveredHex = b;
- }
- if(settings["battle"]["mouseShadow"].Bool() || delayedBlit)
- {
- const spells::Caster *caster = nullptr;
- const CSpell *spell = nullptr;
- spells::Mode mode = spells::Mode::HERO;
- if(spellToCast)//hero casts spell
- {
- spell = SpellID(spellToCast->actionSubtype).toSpell();
- caster = getActiveHero();
- }
- else if(creatureSpellToCast >= 0 && stackCanCastSpell && creatureCasting)//stack casts spell
- {
- spell = SpellID(creatureSpellToCast).toSpell();
- caster = activeStack;
- mode = spells::Mode::CREATURE_ACTIVE;
- }
- if(caster && spell) //when casting spell
- {
- // printing shaded hex(es)
- spells::BattleCast event(curInt->cb.get(), caster, mode, spell);
- auto shaded = spell->battleMechanics(&event)->rangeInHexes(currentlyHoveredHex);
- for(BattleHex shadedHex : shaded)
- {
- if((shadedHex.getX() != 0) && (shadedHex.getX() != GameConstants::BFIELD_WIDTH - 1))
- showHighlightedHex(to, shadedHex, true);
- }
- }
- else if(active || delayedBlit) //always highlight pointed hex, keep this condition last in this method for correct behavior
- {
- if(currentlyHoveredHex.getX() != 0
- && currentlyHoveredHex.getX() != GameConstants::BFIELD_WIDTH - 1)
- showHighlightedHex(to, currentlyHoveredHex, true); //keep true for OH3 behavior: hovered hex frame "thinner"
- }
- }
- }
- }
- }
- void CBattleInterface::showHighlightedHex(SDL_Surface *to, BattleHex hex, bool darkBorder)
- {
- int x = 14 + (hex.getY() % 2 == 0 ? 22 : 0) + 44 *(hex.getX()) + pos.x;
- int y = 86 + 42 *hex.getY() + pos.y;
- SDL_Rect temp_rect = genRect (cellShade->h, cellShade->w, x, y);
- CSDL_Ext::blit8bppAlphaTo24bpp (cellShade, nullptr, to, &temp_rect);
- if(!darkBorder && settings["battle"]["cellBorders"].Bool())
- CSDL_Ext::blit8bppAlphaTo24bpp(cellBorder, nullptr, to, &temp_rect); //redraw border to make it light green instead of shaded
- }
- void CBattleInterface::showProjectiles(SDL_Surface *to)
- {
- assert(to);
- std::list< std::list<ProjectileInfo>::iterator > toBeDeleted;
- for (auto it = projectiles.begin(); it!=projectiles.end(); ++it)
- {
- // Check if projectile is already visible (shooter animation did the shot)
- if (!it->shotDone)
- {
- // frame we're waiting for is reached OR animation has already finished
- if (creAnims[it->stackID]->getCurrentFrame() >= it->animStartDelay ||
- creAnims[it->stackID]->isShooting() == false)
- {
- //at this point projectile should become visible
- creAnims[it->stackID]->pause(); // pause animation
- it->shotDone = true;
- }
- else
- continue; // wait...
- }
- size_t group = it->reverse ? 1 : 0;
- auto image = idToProjectile[it->creID]->getImage(it->frameNum, group, true);
- if(image)
- {
- SDL_Rect dst;
- dst.h = image->height();
- dst.w = image->width();
- dst.x = static_cast<int>(it->x - dst.w / 2);
- dst.y = static_cast<int>(it->y - dst.h / 2);
- image->draw(to, &dst, nullptr);
- }
- // Update projectile
- ++it->step;
- if (it->step == it->lastStep)
- {
- toBeDeleted.insert(toBeDeleted.end(), it);
- }
- else
- {
- if (it->catapultInfo)
- {
- // Parabolic shot of the trajectory, as follows: f(x) = ax^2 + bx + c
- it->x += it->dx;
- it->y = it->catapultInfo->calculateY(it->x);
- ++(it->frameNum);
- it->frameNum %= idToProjectile[it->creID]->size(0);
- }
- else
- {
- // Normal projectile, just add the calculated "deltas" to the x and y positions.
- it->x += it->dx;
- it->y += it->dy;
- }
- }
- }
- for (auto & elem : toBeDeleted)
- {
- // resume animation
- creAnims[elem->stackID]->play();
- projectiles.erase(elem);
- }
- }
- void CBattleInterface::showBattlefieldObjects(SDL_Surface *to)
- {
- auto showHexEntry = [&](BattleObjectsByHex::HexData & hex)
- {
- showPiecesOfWall(to, hex.walls);
- showObstacles(to, hex.obstacles);
- showAliveStacks(to, hex.alive);
- showBattleEffects(to, hex.effects);
- };
- BattleObjectsByHex objects = sortObjectsByHex();
- // dead stacks should be blit first
- showStacks(to, objects.beforeAll.dead);
- for (auto & data : objects.hex)
- showStacks(to, data.dead);
- showStacks(to, objects.afterAll.dead);
- // display objects that must be blit before anything else (e.g. topmost walls)
- showHexEntry(objects.beforeAll);
- // show heroes after "beforeAll" - e.g. topmost wall in siege
- if (attackingHero)
- attackingHero->show(to);
- if (defendingHero)
- defendingHero->show(to);
- // actual blit of most of objects, hex by hex
- // NOTE: row-by-row blitting may be a better approach
- for (auto &data : objects.hex)
- showHexEntry(data);
- // objects that must be blit *after* everything else - e.g. bottom tower or some spell effects
- showHexEntry(objects.afterAll);
- }
- void CBattleInterface::showAliveStacks(SDL_Surface *to, std::vector<const CStack *> stacks)
- {
- BattleHex currentActionTarget;
- if(curInt->curAction)
- {
- auto target = curInt->curAction->getTarget(curInt->cb.get());
- if(!target.empty())
- currentActionTarget = target.at(0).hexValue;
- }
- auto isAmountBoxVisible = [&](const CStack *stack) -> bool
- {
- 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
- return false;
- if(stack->getCount() == 0) //hide box when target is going to die anyway - do not display "0 creatures"
- return false;
- for(auto anim : pendingAnims) //no matter what other conditions below are, hide box when creature is playing hit animation
- {
- auto hitAnimation = dynamic_cast<CDefenceAnimation*>(anim.first);
- if(hitAnimation && (hitAnimation->stack->ID == stack->ID)) //we process only "current creature" as other creatures will be processed reliably on their own iteration
- return false;
- }
- if(curInt->curAction)
- {
- if(curInt->curAction->stackNumber == stack->ID) //stack is currently taking action (is not a target of another creature's action etc)
- {
- if(curInt->curAction->actionType == EActionType::WALK || curInt->curAction->actionType == EActionType::SHOOT) //hide when stack walks or shoots
- return false;
- else if(curInt->curAction->actionType == EActionType::WALK_AND_ATTACK && currentActionTarget != stack->getPosition()) //when attacking, hide until walk phase finished
- return false;
- }
- if(curInt->curAction->actionType == EActionType::SHOOT && currentActionTarget == stack->getPosition()) //hide if we are ranged attack target
- return false;
- }
- return true;
- };
- auto getEffectsPositivness = [&](const std::vector<si32> & activeSpells) -> int
- {
- int pos = 0;
- for (const auto & spellId : activeSpells)
- {
- pos += CGI->spellh->objects.at(spellId)->positiveness;
- }
- return pos;
- };
- auto getAmountBoxBackground = [&](int positivness) -> SDL_Surface *
- {
- if (positivness > 0)
- return amountPositive;
- if (positivness < 0)
- return amountNegative;
- return amountEffNeutral;
- };
- showStacks(to, stacks); // Actual display of all stacks
- for (auto & stack : stacks)
- {
- assert(stack);
- //printing amount
- if (isAmountBoxVisible(stack))
- {
- const int sideShift = stack->side == BattleSide::ATTACKER ? 1 : -1;
- const int reverseSideShift = stack->side == BattleSide::ATTACKER ? -1 : 1;
- const BattleHex nextPos = stack->getPosition() + sideShift;
- const bool edge = stack->getPosition() % GameConstants::BFIELD_WIDTH == (stack->side == BattleSide::ATTACKER ? GameConstants::BFIELD_WIDTH - 2 : 1);
- const bool moveInside = !edge && !stackCountOutsideHexes[nextPos];
- int xAdd = (stack->side == BattleSide::ATTACKER ? 220 : 202) +
- (stack->doubleWide() ? 44 : 0) * sideShift +
- (moveInside ? amountNormal->w + 10 : 0) * reverseSideShift;
- int yAdd = 260 + ((stack->side == BattleSide::ATTACKER || moveInside) ? 0 : -15);
- //blitting amount background box
- SDL_Surface *amountBG = amountNormal;
- std::vector<si32> activeSpells = stack->activeSpells();
- if (!activeSpells.empty())
- amountBG = getAmountBoxBackground(getEffectsPositivness(activeSpells));
- SDL_Rect temp_rect = genRect(amountBG->h, amountBG->w, creAnims[stack->ID]->pos.x + xAdd, creAnims[stack->ID]->pos.y + yAdd);
- SDL_BlitSurface(amountBG, nullptr, to, &temp_rect);
- //blitting amount
- Point textPos(creAnims[stack->ID]->pos.x + xAdd + amountNormal->w/2,
- creAnims[stack->ID]->pos.y + yAdd + amountNormal->h/2);
- graphics->fonts[FONT_TINY]->renderTextCenter(to, makeNumberShort(stack->getCount()), Colors::WHITE, textPos);
- }
- }
- }
- void CBattleInterface::showStacks(SDL_Surface *to, std::vector<const CStack *> stacks)
- {
- for (const CStack *stack : stacks)
- {
- creAnims[stack->ID]->nextFrame(to, creDir[stack->ID]); // do actual blit
- creAnims[stack->ID]->incrementFrame(float(GH.mainFPSmng->getElapsedMilliseconds()) / 1000);
- }
- }
- void CBattleInterface::showObstacles(SDL_Surface * to, std::vector<std::shared_ptr<const CObstacleInstance>> & obstacles)
- {
- for(auto & obstacle : obstacles)
- {
- auto img = getObstacleImage(*obstacle);
- if(img)
- {
- Point p = getObstaclePosition(img, *obstacle);
- img->draw(to, p.x, p.y);
- }
- }
- }
- void CBattleInterface::showBattleEffects(SDL_Surface *to, const std::vector<const BattleEffect *> &battleEffects)
- {
- for (auto & elem : battleEffects)
- {
- int currentFrame = static_cast<int>(floor(elem->currentFrame));
- currentFrame %= elem->animation->size();
- auto img = elem->animation->getImage(currentFrame);
- SDL_Rect temp_rect = genRect(img->height(), img->width(), elem->x, elem->y);
- img->draw(to, &temp_rect, nullptr);
- }
- }
- void CBattleInterface::showInterface(SDL_Surface *to)
- {
- blitAt(menu, pos.x, 556 + pos.y, to);
- if (tacticsMode)
- {
- btactNext->showAll(to);
- btactEnd->showAll(to);
- }
- else
- {
- console->showAll(to);
- bConsoleUp->showAll(to);
- bConsoleDown->showAll(to);
- }
- //showing buttons
- bOptions->showAll(to);
- bSurrender->showAll(to);
- bFlee->showAll(to);
- bAutofight->showAll(to);
- bSpell->showAll(to);
- bWait->showAll(to);
- bDefence->showAll(to);
- //showing in-game console
- LOCPLINT->cingconsole->show(to);
- Rect posWithQueue = Rect(pos.x, pos.y, 800, 600);
- if (settings["battle"]["showQueue"].Bool())
- {
- if (!queue->embedded)
- {
- posWithQueue.y -= queue->pos.h;
- posWithQueue.h += queue->pos.h;
- }
- queue->showAll(to);
- }
- //printing border around interface
- if (screen->w != 800 || screen->h !=600)
- {
- CMessage::drawBorder(curInt->playerID,to,posWithQueue.w + 28, posWithQueue.h + 28, posWithQueue.x-14, posWithQueue.y-15);
- }
- }
- BattleObjectsByHex CBattleInterface::sortObjectsByHex()
- {
- auto getCurrentPosition = [&](const CStack *stack) -> BattleHex
- {
- for (auto & anim : pendingAnims)
- {
- // certainly ugly workaround but fixes quite annoying bug
- // stack position will be updated only *after* movement is finished
- // before this - stack is always at its initial position. Thus we need to find
- // its current position. Which can be found only in this class
- if (CMovementAnimation *move = dynamic_cast<CMovementAnimation*>(anim.first))
- {
- if (move->stack == stack)
- return move->nextHex;
- }
- }
- return stack->getPosition();
- };
- BattleObjectsByHex sorted;
- auto stacks = curInt->cb->battleGetStacksIf([](const CStack *s)
- {
- return !s->isTurret();
- });
- // Sort creatures
- for (auto & stack : stacks)
- {
- if (creAnims.find(stack->ID) == creAnims.end()) //e.g. for summoned but not yet handled stacks
- continue;
- if (stack->initialPosition < 0) // turret shooters are handled separately
- continue;
- //FIXME: hack to ignore ghost stacks
- if ((creAnims[stack->ID]->getType() == CCreatureAnim::DEAD || creAnims[stack->ID]->getType() == CCreatureAnim::HOLDING) && stack->isGhost())
- ;//ignore
- else if (!creAnims[stack->ID]->isDead())
- {
- if (!creAnims[stack->ID]->isMoving())
- sorted.hex[stack->getPosition()].alive.push_back(stack);
- else
- {
- // flying creature - just blit them over everyone else
- if (stack->hasBonusOfType(Bonus::FLYING))
- sorted.afterAll.alive.push_back(stack);
- else//try to find current location
- sorted.hex[getCurrentPosition(stack)].alive.push_back(stack);
- }
- }
- else
- sorted.hex[stack->getPosition()].dead.push_back(stack);
- }
- // Sort battle effects (spells)
- for (auto & battleEffect : battleEffects)
- {
- if (battleEffect.position.isValid())
- sorted.hex[battleEffect.position].effects.push_back(&battleEffect);
- else
- sorted.afterAll.effects.push_back(&battleEffect);
- }
- // Sort obstacles
- {
- std::map<BattleHex, std::shared_ptr<const CObstacleInstance>> backgroundObstacles;
- for (auto &obstacle : curInt->cb->battleGetAllObstacles()) {
- if (obstacle->obstacleType != CObstacleInstance::ABSOLUTE_OBSTACLE
- && obstacle->obstacleType != CObstacleInstance::MOAT) {
- backgroundObstacles[obstacle->pos] = obstacle;
- }
- }
- for (auto &op : backgroundObstacles)
- {
- sorted.beforeAll.obstacles.push_back(op.second);
- }
- }
- // Sort wall parts
- if (siegeH)
- {
- sorted.beforeAll.walls.push_back(SiegeHelper::BACKGROUND_WALL);
- sorted.hex[135].walls.push_back(SiegeHelper::KEEP);
- sorted.afterAll.walls.push_back(SiegeHelper::BOTTOM_TOWER);
- sorted.hex[182].walls.push_back(SiegeHelper::BOTTOM_WALL);
- sorted.hex[130].walls.push_back(SiegeHelper::WALL_BELLOW_GATE);
- sorted.hex[78].walls.push_back(SiegeHelper::WALL_OVER_GATE);
- sorted.hex[12].walls.push_back(SiegeHelper::UPPER_WALL);
- sorted.beforeAll.walls.push_back(SiegeHelper::UPPER_TOWER);
- sorted.hex[94].walls.push_back(SiegeHelper::GATE);
- sorted.hex[112].walls.push_back(SiegeHelper::GATE_ARCH);
- sorted.hex[165].walls.push_back(SiegeHelper::BOTTOM_STATIC_WALL);
- sorted.hex[45].walls.push_back(SiegeHelper::UPPER_STATIC_WALL);
- if (siegeH && siegeH->town->hasBuilt(BuildingID::CITADEL))
- {
- sorted.beforeAll.walls.push_back(SiegeHelper::MOAT);
- //sorted.beforeAll.walls.push_back(SiegeHelper::BACKGROUND_MOAT); // blit as absolute obstacle
- sorted.hex[135].walls.push_back(SiegeHelper::KEEP_BATTLEMENT);
- }
- if (siegeH && siegeH->town->hasBuilt(BuildingID::CASTLE))
- {
- sorted.afterAll.walls.push_back(SiegeHelper::BOTTOM_BATTLEMENT);
- sorted.beforeAll.walls.push_back(SiegeHelper::UPPER_BATTLEMENT);
- }
- }
- return sorted;
- }
- void CBattleInterface::updateBattleAnimations()
- {
- //handle animations
- for (auto & elem : pendingAnims)
- {
- if (!elem.first) //this animation should be deleted
- continue;
- if (!elem.second)
- {
- elem.second = elem.first->init();
- }
- if (elem.second && elem.first)
- elem.first->nextFrame();
- }
- //delete anims
- int preSize = static_cast<int>(pendingAnims.size());
- for (auto it = pendingAnims.begin(); it != pendingAnims.end(); ++it)
- {
- if (it->first == nullptr)
- {
- pendingAnims.erase(it);
- it = pendingAnims.begin();
- break;
- }
- }
- if (preSize > 0 && pendingAnims.empty())
- {
- //anims ended
- blockUI(activeStack == nullptr);
- animsAreDisplayed.setn(false);
- }
- }
- std::shared_ptr<IImage> CBattleInterface::getObstacleImage(const CObstacleInstance & oi)
- {
- int frameIndex = (animCount+1) *25 / getAnimSpeed();
- std::shared_ptr<CAnimation> animation;
- if(oi.obstacleType == CObstacleInstance::USUAL || oi.obstacleType == CObstacleInstance::ABSOLUTE_OBSTACLE)
- {
- animation = obstacleAnimations[oi.uniqueID];
- }
- else if(oi.obstacleType == CObstacleInstance::SPELL_CREATED)
- {
- const SpellCreatedObstacle * spellObstacle = dynamic_cast<const SpellCreatedObstacle *>(&oi);
- if(!spellObstacle)
- return std::shared_ptr<IImage>();
- std::string animationName = spellObstacle->animation;
- auto cacheIter = animationsCache.find(animationName);
- if(cacheIter == animationsCache.end())
- {
- logAnim->trace("Creating obstacle animation %s", animationName);
- animation = std::make_shared<CAnimation>(animationName);
- animation->preload();
- animationsCache[animationName] = animation;
- }
- else
- {
- animation = cacheIter->second;
- }
- }
- if(animation)
- {
- frameIndex %= animation->size(0);
- return animation->getImage(frameIndex, 0);
- }
- return nullptr;
- }
- Point CBattleInterface::getObstaclePosition(std::shared_ptr<IImage> image, const CObstacleInstance & obstacle)
- {
- int offset = obstacle.getAnimationYOffset(image->height());
- Rect r = hexPosition(obstacle.pos);
- r.y += 42 - image->height() + offset;
- return r.topLeft();
- }
- void CBattleInterface::redrawBackgroundWithHexes(const CStack *activeStack)
- {
- attackableHexes.clear();
- if (activeStack)
- occupyableHexes = curInt->cb->battleGetAvailableHexes(activeStack, true, &attackableHexes);
- auto fillStackCountOutsideHexes = [&]()
- {
- auto accessibility = curInt->cb->getAccesibility();
- for(int i = 0; i < accessibility.size(); i++)
- stackCountOutsideHexes.at(i) = (accessibility[i] == EAccessibility::ACCESSIBLE);
- };
- fillStackCountOutsideHexes();
- //prepare background graphic with hexes and shaded hexes
- blitAt(background, 0, 0, backgroundWithHexes);
- //draw absolute obstacles (cliffs and so on)
- for(auto & oi : curInt->cb->battleGetAllObstacles())
- {
- if(oi->obstacleType == CObstacleInstance::ABSOLUTE_OBSTACLE)
- {
- auto img = getObstacleImage(*oi);
- if(img)
- img->draw(backgroundWithHexes, oi->getInfo().width, oi->getInfo().height);
- }
- }
- if (settings["battle"]["stackRange"].Bool())
- {
- std::vector<BattleHex> hexesToShade = occupyableHexes;
- hexesToShade.insert(hexesToShade.end(), attackableHexes.begin(), attackableHexes.end());
- for (BattleHex hex : hexesToShade)
- {
- int i = hex.getY(); //row
- int j = hex.getX()-1; //column
- int x = 58 + (i%2==0 ? 22 : 0) + 44*j;
- int y = 86 + 42 *i;
- SDL_Rect temp_rect = genRect(cellShade->h, cellShade->w, x, y);
- CSDL_Ext::blit8bppAlphaTo24bpp(cellShade, nullptr, backgroundWithHexes, &temp_rect);
- }
- }
- if(settings["battle"]["cellBorders"].Bool())
- CSDL_Ext::blit8bppAlphaTo24bpp(cellBorders, nullptr, backgroundWithHexes, nullptr);
- }
- void CBattleInterface::showPiecesOfWall(SDL_Surface *to, std::vector<int> pieces)
- {
- if (!siegeH)
- return;
- for (auto piece : pieces)
- {
- if (piece < 15) // not a tower - just print
- siegeH->printPartOfWall(to, piece);
- else // tower. find if tower is built and not destroyed - stack is present
- {
- // PieceID StackID
- // 15 = keep, -2
- // 16 = lower, -3
- // 17 = upper, -4
- // tower. check if tower is alive - stack is found
- int stackPos = 13 - piece;
- const CStack *turret = nullptr;
- for (auto & stack : curInt->cb->battleGetAllStacks(true))
- {
- if(stack->initialPosition == stackPos)
- {
- turret = stack;
- break;
- }
- }
- if (turret)
- {
- std::vector<const CStack *> stackList(1, turret);
- showStacks(to, stackList);
- siegeH->printPartOfWall(to, piece);
- }
- }
- }
- }
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