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vcmi/client/BattleInterface/CBattleInterface.cpp

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#include "StdInc.h"
#include "CBattleInterface.h"
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#include "../CGameInfo.h"
#include "../UIFramework/SDL_Extensions.h"
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#include "../CAdvmapInterface.h"
#include "../CAnimation.h"
#include "../../lib/CObjectHandler.h"
#include "../../lib/CHeroHandler.h"
#include "../CDefHandler.h"
#include "../../lib/CSpellHandler.h"
#include "../CMusicHandler.h"
#include "../CMessage.h"
#include "../../CCallback.h"
#include "../../lib/BattleState.h"
#include "../../lib/CGeneralTextHandler.h"
#include "CCreatureAnimation.h"
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#include "../Graphics.h"
#include "../CSpellWindow.h"
#include "../../lib/CConfigHandler.h"
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#include "../../lib/CondSh.h"
#include "../../lib/NetPacks.h"
#include "../CPlayerInterface.h"
#include "../CCreatureWindow.h"
#include "../CVideoHandler.h"
#include "../../lib/CTownHandler.h"
#include "../../lib/Mapping/CMap.h"
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#include "CBattleAnimations.h"
#include "CBattleInterfaceClasses.h"
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#include "../UIFramework/CCursorHandler.h"
#include "../UIFramework/CGuiHandler.h"
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#ifndef __GNUC__
const double M_PI = 3.14159265358979323846;
#else
#define _USE_MATH_DEFINES
#include <cmath>
#endif
#include "../../lib/UnlockGuard.h"
using namespace boost::assign;
const time_t CBattleInterface::HOVER_ANIM_DELTA = 1;
/*
* 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
*
*/
extern SDL_Surface * screen;
CondSh<bool> CBattleInterface::animsAreDisplayed;
struct CMP_stack2
{
inline bool operator ()(const CStack& a, const CStack& b)
{
return (a.Speed())>(b.Speed());
}
} cmpst2 ;
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static void transformPalette(SDL_Surface * surf, double rCor, double gCor, double bCor)
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{
SDL_Color * colorsToChange = surf->format->palette->colors;
for(int g=0; g<surf->format->palette->ncolors; ++g)
{
if((colorsToChange+g)->b != 132 &&
(colorsToChange+g)->g != 231 &&
(colorsToChange+g)->r != 255) //it's not yellow border
{
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(colorsToChange+g)->r = static_cast<double>((colorsToChange+g)->r) * rCor;
(colorsToChange+g)->g = static_cast<double>((colorsToChange+g)->g) * gCor;
(colorsToChange+g)->b = static_cast<double>((colorsToChange+g)->b) * bCor;
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}
}
}
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//////////////////////
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void CBattleInterface::addNewAnim(CBattleAnimation * anim)
{
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pendingAnims.push_back( std::make_pair(anim, false) );
animsAreDisplayed.setn(true);
}
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CBattleInterface::CBattleInterface(const CCreatureSet * army1, const CCreatureSet * army2, CGHeroInstance *hero1, CGHeroInstance *hero2, const SDL_Rect & myRect, CPlayerInterface * att, CPlayerInterface * defen)
: queue(NULL), attackingHeroInstance(hero1), defendingHeroInstance(hero2), animCount(0),
activeStack(NULL), stackToActivate(NULL), selectedStack(NULL), mouseHoveredStack(-1), lastMouseHoveredStackAnimationTime(-1), previouslyHoveredHex(-1),
currentlyHoveredHex(-1), attackingHex(-1), tacticianInterface(NULL), stackCanCastSpell(false), creatureCasting(false), spellDestSelectMode(false), spellSelMode(NO_LOCATION), spellToCast(NULL), sp(NULL),
siegeH(NULL), attackerInt(att), defenderInt(defen), curInt(att), animIDhelper(0),
givenCommand(NULL), myTurn(false), resWindow(NULL), moveStarted(false), moveSh(-1), bresult(NULL)
{
OBJ_CONSTRUCTION;
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if(!curInt) curInt = LOCPLINT; //may happen when we are defending during network MP game
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animsAreDisplayed.setn(false);
pos = myRect;
strongInterest = true;
givenCommand = new CondSh<BattleAction *>(NULL);
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if(attackerInt && attackerInt->cb->battleGetTacticDist()) //hotseat -> check tactics for both players (defender may be local human)
tacticianInterface = attackerInt;
else if(defenderInt && defenderInt->cb->battleGetTacticDist())
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tacticianInterface = defenderInt;
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tacticsMode = tacticianInterface; //if we found interface of player with tactics, then enter tactics mode
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//create stack queue
bool embedQueue = screen->h < 700;
queue = new CStackQueue(embedQueue, this);
if(!embedQueue)
{
if(settings["battle"]["showQueue"].Bool())
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pos.y += queue->pos.h / 2; //center whole window
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queue->moveTo(Point(pos.x, pos.y - queue->pos.h));
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// queue->pos.x = pos.x;
// queue->pos.y = pos.y - queue->pos.h;
// pos.h += queue->pos.h;
// center();
}
queue->update();
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//preparing siege info
const CGTownInstance * town = curInt->cb->battleGetDefendedTown();
if(town && town->hasFort())
{
siegeH = new SiegeHelper(town, this);
}
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curInt->battleInt = this;
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//initializing armies
this->army1 = army1;
this->army2 = army2;
std::vector<const CStack*> stacks = curInt->cb->battleGetAllStacks();
BOOST_FOREACH(const CStack *s, stacks)
{
newStack(s);
}
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//preparing menu background and terrain
if(siegeH)
{
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background = BitmapHandler::loadBitmap( siegeH->getSiegeName(0), false );
ui8 siegeLevel = curInt->cb->battleGetSiegeLevel();
if(siegeLevel >= 2) //citadel or castle
{
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//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);
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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);
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SDL_FreeSurface(moat);
SDL_FreeSurface(mlip);
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}
}
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else
{
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std::vector< std::string > & backref = graphics->battleBacks[ curInt->cb->battleGetBattlefieldType() ];
background = BitmapHandler::loadBitmap(backref[ rand() % backref.size()], false );
}
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//preparing menu background
//graphics->blueToPlayersAdv(menu, hero1->tempOwner);
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//preparing graphics for displaying amounts of creatures
amountNormal = BitmapHandler::loadBitmap("CMNUMWIN.BMP");
CSDL_Ext::alphaTransform(amountNormal);
transformPalette(amountNormal, 0.59, 0.19, 0.93);
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amountPositive = BitmapHandler::loadBitmap("CMNUMWIN.BMP");
CSDL_Ext::alphaTransform(amountPositive);
transformPalette(amountPositive, 0.18, 1.00, 0.18);
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amountNegative = BitmapHandler::loadBitmap("CMNUMWIN.BMP");
CSDL_Ext::alphaTransform(amountNegative);
transformPalette(amountNegative, 1.00, 0.18, 0.18);
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amountEffNeutral = BitmapHandler::loadBitmap("CMNUMWIN.BMP");
CSDL_Ext::alphaTransform(amountEffNeutral);
transformPalette(amountEffNeutral, 1.00, 1.00, 0.18);
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////blitting menu background and terrain
// blitAt(background, pos.x, pos.y);
// blitAt(menu, pos.x, 556 + pos.y);
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//preparing buttons and console
bOptions = new CAdventureMapButton (CGI->generaltexth->zelp[381].first, CGI->generaltexth->zelp[381].second, boost::bind(&CBattleInterface::bOptionsf,this), 3, 561, "icm003.def", SDLK_o);
bSurrender = new CAdventureMapButton (CGI->generaltexth->zelp[379].first, CGI->generaltexth->zelp[379].second, boost::bind(&CBattleInterface::bSurrenderf,this), 54, 561, "icm001.def", SDLK_s);
bFlee = new CAdventureMapButton (CGI->generaltexth->zelp[380].first, CGI->generaltexth->zelp[380].second, boost::bind(&CBattleInterface::bFleef,this), 105, 561, "icm002.def", SDLK_r);
bFlee->block(!curInt->cb->battleCanFlee());
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bSurrender->block(curInt->cb->battleGetSurrenderCost() < 0);
bAutofight = new CAdventureMapButton (CGI->generaltexth->zelp[382].first, CGI->generaltexth->zelp[382].second, boost::bind(&CBattleInterface::bAutofightf,this), 157, 561, "icm004.def", SDLK_a);
bSpell = new CAdventureMapButton (CGI->generaltexth->zelp[385].first, CGI->generaltexth->zelp[385].second, boost::bind(&CBattleInterface::bSpellf,this), 645, 561, "icm005.def", SDLK_c);
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bSpell->block(true);
bWait = new CAdventureMapButton (CGI->generaltexth->zelp[386].first, CGI->generaltexth->zelp[386].second, boost::bind(&CBattleInterface::bWaitf,this), 696, 561, "icm006.def", SDLK_w);
bDefence = new CAdventureMapButton (CGI->generaltexth->zelp[387].first, CGI->generaltexth->zelp[387].second, boost::bind(&CBattleInterface::bDefencef,this), 747, 561, "icm007.def", SDLK_d);
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bDefence->assignedKeys.insert(SDLK_SPACE);
bConsoleUp = new CAdventureMapButton (std::string(), std::string(), boost::bind(&CBattleInterface::bConsoleUpf,this), 624, 561, "ComSlide.def", SDLK_UP);
bConsoleDown = new CAdventureMapButton (std::string(), std::string(), boost::bind(&CBattleInterface::bConsoleDownf,this), 624, 580, "ComSlide.def", SDLK_DOWN);
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bConsoleDown->setOffset(2);
console = new CBattleConsole();
console->pos.x += 211;
console->pos.y += 560;
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console->pos.w = 406;
console->pos.h = 38;
if(tacticsMode)
{
btactNext = new CAdventureMapButton(std::string(), std::string(), boost::bind(&CBattleInterface::bTacticNextStack,this, (CStack*)NULL), 213, 560, "icm011.def", SDLK_SPACE);
btactEnd = new CAdventureMapButton(std::string(), std::string(), boost::bind(&CBattleInterface::bEndTacticPhase,this), 419, 560, "icm012.def", SDLK_RETURN);
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bDefence->block(true);
bWait->block(true);
menu = BitmapHandler::loadBitmap("COPLACBR.BMP");
}
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else
{
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menu = BitmapHandler::loadBitmap("CBAR.BMP");
btactEnd = btactNext = NULL;
}
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graphics->blueToPlayersAdv(menu, curInt->playerID);
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//loading hero animations
if(hero1) // attacking hero
{
std::string battleImage;
if ( hero1->sex )
battleImage = hero1->type->heroClass->imageBattleFemale;
else
battleImage = hero1->type->heroClass->imageBattleMale;
attackingHero = new CBattleHero(battleImage, false, hero1->tempOwner, hero1->tempOwner == curInt->playerID ? hero1 : NULL, this);
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attackingHero->pos = genRect(attackingHero->dh->ourImages[0].bitmap->h, attackingHero->dh->ourImages[0].bitmap->w, pos.x - 43, pos.y - 19);
}
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else
{
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attackingHero = NULL;
}
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if(hero2) // defending hero
{
std::string battleImage;
if ( hero2->sex )
battleImage = hero1->type->heroClass->imageBattleFemale;
else
battleImage = hero1->type->heroClass->imageBattleMale;
defendingHero = new CBattleHero(battleImage, true, hero2->tempOwner, hero2->tempOwner == curInt->playerID ? hero2 : NULL, this);
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defendingHero->pos = genRect(defendingHero->dh->ourImages[0].bitmap->h, defendingHero->dh->ourImages[0].bitmap->w, pos.x + 693, pos.y - 19);
}
else
{
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defendingHero = NULL;
}
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//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)
{
CClickableHex *hex = new CClickableHex();
hex->myNumber = h;
hex->pos = hexPosition(h);
hex->accessible = true;
hex->myInterface = this;
bfield.push_back(hex);
}
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//locking occupied positions on batlefield
BOOST_FOREACH(const CStack *s, stacks) //stacks gained at top of this function
if(s->position >= 0) //turrets have position < 0
bfield[s->position]->accessible = false;
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//loading projectiles for units
BOOST_FOREACH(const CStack *s, stacks)
{
if(s->getCreature()->isShooting())
{
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CDefHandler *&projectile = idToProjectile[s->getCreature()->idNumber];
const CCreature * creature;//creature whose shots should be loaded
if (s->getCreature()->idNumber == 149)
creature = CGI->creh->creatures[siegeH->town->town->clientInfo.siegeShooter];
else
creature = s->getCreature();
projectile = CDefHandler::giveDef(creature->projectile);
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if(projectile->ourImages.size() > 2) //add symmetric images
{
for(int k = projectile->ourImages.size()-2; k > 1; --k)
{
Cimage ci;
ci.bitmap = CSDL_Ext::rotate01(projectile->ourImages[k].bitmap);
ci.groupNumber = 0;
ci.imName = std::string();
projectile->ourImages.push_back(ci);
}
}
for(size_t s = 0; s < projectile->ourImages.size(); ++s) //alpha transforming
{
CSDL_Ext::alphaTransform(projectile->ourImages[s].bitmap);
}
}
}
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//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
{
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cellBorders->format->palette->colors[g] = cellBorder->format->palette->colors[g];
}
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//palette copied
for(int i=0; i<GameConstants::BFIELD_HEIGHT; ++i) //rows
{
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for(int j=0; j<GameConstants::BFIELD_WIDTH-2; ++j) //columns
{
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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);
}
}
}
}
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backgroundWithHexes = CSDL_Ext::newSurface(background->w, background->h, screen);
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//preparing obstacle defs
auto obst = curInt->cb->battleGetAllObstacles();
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for(size_t t = 0; t < obst.size(); ++t)
{
const int ID = obst[t]->ID;
if(obst[t]->obstacleType == CObstacleInstance::USUAL)
{
idToObstacle[ID] = CDefHandler::giveDef(obst[t]->getInfo().defName);
for(size_t n = 0; n < idToObstacle[ID]->ourImages.size(); ++n)
{
SDL_SetColorKey(idToObstacle[ID]->ourImages[n].bitmap, SDL_SRCCOLORKEY, SDL_MapRGB(idToObstacle[ID]->ourImages[n].bitmap->format,0,255,255));
}
}
else if(obst[t]->obstacleType == CObstacleInstance::ABSOLUTE_OBSTACLE)
{
idToAbsoluteObstacle[ID] = BitmapHandler::loadBitmap(obst[t]->getInfo().defName);
}
}
quicksand = CDefHandler::giveDef("C17SPE1.DEF");
landMine = CDefHandler::giveDef("C09SPF1.DEF");
fireWall = CDefHandler::giveDef("C07SPF61");
bigForceField[0] = CDefHandler::giveDef("C15SPE10.DEF");
bigForceField[1] = CDefHandler::giveDef("C15SPE7.DEF");
smallForceField[0] = CDefHandler::giveDef("C15SPE1.DEF");
smallForceField[1] = CDefHandler::giveDef("C15SPE4.DEF");
BOOST_FOREACH(auto hex, bfield)
addChild(hex);
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if(tacticsMode)
bTacticNextStack();
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CCS->musich->stopMusic();
int channel = CCS->soundh->playSoundFromSet(CCS->soundh->battleIntroSounds);
auto onIntroPlayed = []()
{
if (LOCPLINT->battleInt)
CCS->musich->playMusicFromSet("battle", true);
};
CCS->soundh->setCallback(channel, onIntroPlayed);
memset(stackCountOutsideHexes, 1, GameConstants::BFIELD_SIZE * sizeof(bool)); //initialize array with trues
currentAction = INVALID;
selectedAction = INVALID;
addUsedEvents(RCLICK | MOVE | KEYBOARD);
}
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CBattleInterface::~CBattleInterface()
{
curInt->battleInt = NULL;
givenCommand->cond.notify_all(); //that two lines should make any activeStack waiting thread to finish
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if (active) //dirty fix for #485
{
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deactivate();
}
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SDL_FreeSurface(background);
SDL_FreeSurface(menu);
SDL_FreeSurface(amountNormal);
SDL_FreeSurface(amountNegative);
SDL_FreeSurface(amountPositive);
SDL_FreeSurface(amountEffNeutral);
SDL_FreeSurface(cellBorders);
SDL_FreeSurface(backgroundWithHexes);
delete bOptions;
delete bSurrender;
delete bFlee;
delete bAutofight;
delete bSpell;
delete bWait;
delete bDefence;
BOOST_FOREACH(auto hex, bfield)
delete hex;
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delete bConsoleUp;
delete bConsoleDown;
delete console;
delete givenCommand;
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delete attackingHero;
delete defendingHero;
delete queue;
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SDL_FreeSurface(cellBorder);
SDL_FreeSurface(cellShade);
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for(std::map< int, CCreatureAnimation * >::iterator g=creAnims.begin(); g!=creAnims.end(); ++g)
delete g->second;
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for(std::map< int, CDefHandler * >::iterator g=idToProjectile.begin(); g!=idToProjectile.end(); ++g)
delete g->second;
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for(std::map< int, CDefHandler * >::iterator g=idToObstacle.begin(); g!=idToObstacle.end(); ++g)
delete g->second;
delete quicksand;
delete landMine;
delete fireWall;
delete smallForceField[0];
delete smallForceField[1];
delete bigForceField[0];
delete bigForceField[1];
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delete siegeH;
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//TODO: play AI tracks if battle was during AI turn
//if (!curInt->makingTurn)
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//CCS->musich->playMusicFromSet(CCS->musich->aiMusics, -1);
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if(adventureInt && adventureInt->selection)
{
int terrain = LOCPLINT->cb->getTile(adventureInt->selection->visitablePos())->terType;
CCS->musich->playMusicFromSet("terrain", terrain, true);
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}
}
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void CBattleInterface::setPrintCellBorders(bool set)
{
Settings cellBorders = settings.write["battle"]["cellBorders"];
cellBorders->Bool() = set;
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redrawBackgroundWithHexes(activeStack);
GH.totalRedraw();
}
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void CBattleInterface::setPrintStackRange(bool set)
{
Settings stackRange = settings.write["battle"]["stackRange"];
stackRange->Bool() = set;
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redrawBackgroundWithHexes(activeStack);
GH.totalRedraw();
}
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void CBattleInterface::setPrintMouseShadow(bool set)
{
Settings shadow = settings.write["battle"]["mouseShadow"];
shadow->Bool() = set;
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}
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void CBattleInterface::activate()
{
CIntObject::activate();
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bOptions->activate();
bSurrender->activate();
bFlee->activate();
bAutofight->activate();
bSpell->activate();
bWait->activate();
bDefence->activate();
BOOST_FOREACH(auto hex, bfield)
hex->activate();
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if(attackingHero)
attackingHero->activate();
if(defendingHero)
defendingHero->activate();
if(settings["battle"]["showQueue"].Bool())
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queue->activate();
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if(tacticsMode)
{
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btactNext->activate();
btactEnd->activate();
}
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else
{
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bConsoleUp->activate();
bConsoleDown->activate();
}
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LOCPLINT->cingconsole->activate();
}
void CBattleInterface::deactivate()
{
CIntObject::deactivate();
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bOptions->deactivate();
bSurrender->deactivate();
bFlee->deactivate();
bAutofight->deactivate();
bSpell->deactivate();
bWait->deactivate();
bDefence->deactivate();
BOOST_FOREACH(auto hex, bfield)
hex->deactivate();
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if(attackingHero)
attackingHero->deactivate();
if(defendingHero)
defendingHero->deactivate();
if(settings["battle"]["showQueue"].Bool())
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queue->deactivate();
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if(tacticsMode)
{
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btactNext->deactivate();
btactEnd->deactivate();
}
else
{
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bConsoleUp->deactivate();
bConsoleDown->deactivate();
}
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LOCPLINT->cingconsole->deactivate();
}
void CBattleInterface::showAll(SDL_Surface * to)
{
show(to);
}
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void CBattleInterface::show(SDL_Surface * to)
{
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std::vector<const CStack*> stacks = curInt->cb->battleGetAllStacks(); //used in a few places
++animCount;
if(!to) //"evaluating" to
to = screen;
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SDL_Rect buf;
SDL_GetClipRect(to, &buf);
SDL_SetClipRect(to, &pos);
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//printing background and hexes
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if(activeStack != NULL && creAnims[activeStack->ID]->getType() != CCreatureAnim::MOVING) //show everything with range
{
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blitAt(backgroundWithHexes, pos.x, pos.y, to);
}
else
{
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//showing background
blitAt(background, pos.x, pos.y, to);
if(settings["battle"]["cellBorders"].Bool())
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{
CSDL_Ext::blit8bppAlphaTo24bpp(cellBorders, NULL, to, &pos);
}
//Blit absolute obstacles
BOOST_FOREACH(auto &oi, curInt->cb->battleGetAllObstacles())
if(oi->obstacleType == CObstacleInstance::ABSOLUTE_OBSTACLE)
blitAt(imageOfObstacle(*oi), pos.x + oi->getInfo().width, pos.y + oi->getInfo().height, to);
}
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//printing hovered cell
for(int b=0; b<GameConstants::BFIELD_SIZE; ++b)
{
if(bfield[b]->strictHovered && bfield[b]->hovered)
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{
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;
}
//print shade
if(spellToCast) //when casting spell
{
//calculating spell school level
const CSpell & spToCast = *CGI->spellh->spells[spellToCast->additionalInfo];
ui8 schoolLevel = 0;
if (activeStack->attackerOwned)
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{
if(attackingHeroInstance)
schoolLevel = attackingHeroInstance->getSpellSchoolLevel(&spToCast);
}
else
{
if (defendingHeroInstance)
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schoolLevel = defendingHeroInstance->getSpellSchoolLevel(&spToCast);
}
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//obtaining range and printing it
auto shaded = spToCast.rangeInHexes(b, schoolLevel, curInt->cb->battleGetMySide());
BOOST_FOREACH(auto shadedHex, shaded) //for spells with range greater then one hex
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{
if(settings["battle"]["mouseShadow"].Bool() && (shadedHex % GameConstants::BFIELD_WIDTH != 0) && (shadedHex % GameConstants::BFIELD_WIDTH != 16))
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{
int x = 14 + ((shadedHex/GameConstants::BFIELD_WIDTH)%2==0 ? 22 : 0) + 44*(shadedHex%GameConstants::BFIELD_WIDTH) + pos.x;
int y = 86 + 42 * (shadedHex/GameConstants::BFIELD_WIDTH) + pos.y;
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SDL_Rect temp_rect = genRect(cellShade->h, cellShade->w, x, y);
CSDL_Ext::blit8bppAlphaTo24bpp(cellShade, NULL, to, &temp_rect);
}
}
}
else if(settings["battle"]["mouseShadow"].Bool()) //when not casting spell
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{//TODO: do not check it every frame
if (activeStack) //highlight all attackable hexes
{
std::set<BattleHex> set = curInt->cb->battleGetAttackedHexes(activeStack, currentlyHoveredHex, attackingHex);
BOOST_FOREACH(BattleHex hex, set)
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{
int x = 14 + ((hex/GameConstants::BFIELD_WIDTH)%2==0 ? 22 : 0) + 44*(hex%GameConstants::BFIELD_WIDTH) + pos.x;
int y = 86 + 42 * (hex/GameConstants::BFIELD_WIDTH) + pos.y;
SDL_Rect temp_rect = genRect(cellShade->h, cellShade->w, x, y);
CSDL_Ext::blit8bppAlphaTo24bpp(cellShade, NULL, to, &temp_rect);
}
}
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//patch by ench0: show enemy stack movement shadow
// activeStack == NULL means it is opponent's turn...
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if(activeStack && settings["battle"]["stackRange"].Bool())
{
// display the movement shadow of the stack at b (i.e. stack under mouse)
const CStack * const shere = curInt->cb->battleGetStackByPos(b, false);
if (shere && shere != activeStack && shere->alive())
{
std::vector<BattleHex> v = curInt->cb->battleGetAvailableHexes(shere, true );
BOOST_FOREACH (BattleHex hex, v)
{
int x = 14 + ((hex / GameConstants::BFIELD_WIDTH ) % 2 == 0 ? 22 : 0) + 44 * (hex % GameConstants::BFIELD_WIDTH) + pos.x;
int y = 86 + 42 * (hex / GameConstants::BFIELD_WIDTH) + pos.y;
SDL_Rect temp_rect = genRect (cellShade->h, cellShade->w, x, y);
CSDL_Ext::blit8bppAlphaTo24bpp (cellShade, NULL, to, &temp_rect);
}
}
}
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//always highlight pointed hex
int x = 14 + ((b/GameConstants::BFIELD_WIDTH)%2==0 ? 22 : 0) + 44*(b%GameConstants::BFIELD_WIDTH) + pos.x;
int y = 86 + 42 * (b/GameConstants::BFIELD_WIDTH) + pos.y;
SDL_Rect temp_rect = genRect(cellShade->h, cellShade->w, x, y);
CSDL_Ext::blit8bppAlphaTo24bpp(cellShade, NULL, to, &temp_rect);
}
}
}
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SDL_SetClipRect(to, &buf); //restoring previous clip_rect
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//prevents blitting outside this window
SDL_GetClipRect(to, &buf);
SDL_SetClipRect(to, &pos);
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//preparing obstacles to be shown
auto obstacles = curInt->cb->battleGetAllObstacles();
std::multimap<BattleHex, int> hexToObstacle;
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for(size_t b = 0; b < obstacles.size(); ++b)
{
const auto &oi = obstacles[b];
if(oi->obstacleType != CObstacleInstance::ABSOLUTE_OBSTACLE && oi->obstacleType != CObstacleInstance::MOAT)
{
//BattleHex position = CGI->heroh->obstacles.find(obstacles[b].ID)->second.getMaxBlocked(obstacles[b].pos);
hexToObstacle.insert(std::make_pair(oi->pos, b));
}
}
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////showing units //a lot of work...
std::vector<const CStack *> stackAliveByHex[GameConstants::BFIELD_SIZE];
//double loop because dead stacks should be printed first
for (size_t i = 0; i < stacks.size(); i++)
{
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const CStack *s = stacks[i];
if(creAnims.find(s->ID) == creAnims.end()) //e.g. for summoned but not yet handled stacks
continue;
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if(creAnims[s->ID]->getType() != CCreatureAnim::DEATH && s->position >= 0) //don't show turrets here
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stackAliveByHex[s->position].push_back(s);
}
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std::vector<const CStack *> stackDeadByHex[GameConstants::BFIELD_SIZE];
for (size_t i = 0; i < stacks.size(); i++)
{
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const CStack *s = stacks[i];
if(creAnims.find(s->ID) == creAnims.end()) //e.g. for summoned but not yet handled stacks
continue;
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if(creAnims[s->ID]->getType() == CCreatureAnim::DEATH)
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stackDeadByHex[s->position].push_back(s);
}
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//handle animations
for(std::list<std::pair<CBattleAnimation *, bool> >::iterator it = pendingAnims.begin(); it != pendingAnims.end(); ++it)
{
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if(!it->first) //this animation should be deleted
continue;
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if(!it->second)
{
it->second = it->first->init();
}
if(it->second && it->first)
it->first->nextFrame();
}
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//delete anims
int preSize = pendingAnims.size();
for(std::list<std::pair<CBattleAnimation *, bool> >::iterator it = pendingAnims.begin(); it != pendingAnims.end(); ++it)
{
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if(it->first == NULL)
{
pendingAnims.erase(it);
it = pendingAnims.begin();
break;
}
}
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if(preSize > 0 && pendingAnims.size() == 0)
{
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//action finished, restore the interface
if(!active)
activate();
bool changedStack = false;
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//activation of next stack
if(pendingAnims.size() == 0 && stackToActivate != NULL)
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{
activateStack();
changedStack = true;
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}
//anims ended
animsAreDisplayed.setn(false);
if(changedStack)
{
//we may have changed active interface (another side in hot-seat),
// so we can't continue drawing with old setting. So we call ourselves again and end.
SDL_SetClipRect(to, &buf); //restoring previous clip_rect
show(to);
return;
}
}
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for(int b=0; b<GameConstants::BFIELD_SIZE; ++b) //showing dead stacks
{
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for(size_t v=0; v<stackDeadByHex[b].size(); ++v)
{
creAnims[stackDeadByHex[b][v]->ID]->nextFrame(to, creAnims[stackDeadByHex[b][v]->ID]->pos.x, creAnims[stackDeadByHex[b][v]->ID]->pos.y, creDir[stackDeadByHex[b][v]->ID], animCount, false); //increment always when moving, never if stack died
}
}
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std::vector<const CStack *> flyingStacks; //flying stacks should be displayed later, over other stacks and obstacles
if (!siegeH)
{
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for(int b = 0; b < GameConstants::BFIELD_SIZE; ++b) //showing alive stacks
{
showObstacles(&hexToObstacle, obstacles, b, to);
showAliveStacks(stackAliveByHex, b, &flyingStacks, to);
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}
}
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// Siege drawing
else
{
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for (int i = 0; i < 4; i++)
{
// xMin, xMax => go from hex x pos to hex x pos
// yMin, yMax => go from hex y pos to hex y pos
// xMove => 0: left side, 1: right side
// xMoveDir => 0: decrement, 1: increment, alters every second hex line either xMin or xMax depending on xMove
int xMin, xMax, yMin, yMax, xMove, xMoveDir = 0;
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switch (i)
{
// display units shown at the upper left side
case 0:
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xMin = 0;
yMin = 0;
xMax = 11;
yMax = 4;
xMove = 1;
break;
// display wall/units shown at the upper wall area/right upper side
case 1:
xMin = 12;
yMin = 0;
xMax = 16;
yMax = 4;
xMove = 0;
break;
// display units shown at the lower wall area/right lower side
case 2:
xMin = 10;
yMin = 5;
xMax = 16;
yMax = 10;
xMove = 0;
xMoveDir = 1;
break;
// display units shown at the left lower side
case 3:
xMin = 0;
yMin = 5;
xMax = 9;
yMax = 10;
xMove = 1;
xMoveDir = 1;
break;
}
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int runNum = 0;
for (int j = yMin; j <= yMax; j++)
{
if (runNum > 0)
{
if (xMin == xMax)
xMax = xMin = ((runNum % 2) == 0) ? (xMin + (xMoveDir == 0 ? -1 : 1)) : xMin;
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else if (xMove == 1)
xMax = ((runNum % 2) == 0) ? (xMax + (xMoveDir == 0 ? -1 : 1)) : xMax;
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else if (xMove == 0)
xMin = ((runNum % 2) == 0) ? (xMin + (xMoveDir == 0 ? -1 : 1)) : xMin;
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}
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for (int k = xMin; k <= xMax; k++)
{
int hex = j * 17 + k;
showObstacles(&hexToObstacle, obstacles, hex, to);
showAliveStacks(stackAliveByHex, hex, &flyingStacks, to);
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showPieceOfWall(to, hex, stacks);
}
++runNum;
}
}
}
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for(size_t b = 0; b < flyingStacks.size(); ++b) //showing flying stacks
showAliveStack(flyingStacks[b], to);
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//units shown
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// Show projectiles
projectileShowHelper(to);
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//showing spell effects
if(battleEffects.size())
{
for(std::list<BattleEffect>::iterator it = battleEffects.begin(); it!=battleEffects.end(); ++it)
{
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SDL_Surface * bitmapToBlit = it->anim->ourImages[(it->frame)%it->anim->ourImages.size()].bitmap;
SDL_Rect temp_rect = genRect(bitmapToBlit->h, bitmapToBlit->w, it->x, it->y);
SDL_BlitSurface(bitmapToBlit, NULL, to, &temp_rect);
}
}
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SDL_SetClipRect(to, &buf); //restoring previous clip_rect
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//showing menu background and console
blitAt(menu, pos.x, 556 + pos.y, to);
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if(tacticsMode)
{
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btactNext->showAll(to);
btactEnd->showAll(to);
}
else
{
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console->showAll(to);
bConsoleUp->showAll(to);
bConsoleDown->showAll(to);
}
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//showing buttons
bOptions->showAll(to);
bSurrender->showAll(to);
bFlee->showAll(to);
bAutofight->showAll(to);
bSpell->showAll(to);
bWait->showAll(to);
bDefence->showAll(to);
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//showing in-game console
LOCPLINT->cingconsole->show(to);
Rect posWithQueue = Rect(pos.x, pos.y, 800, 600);
if(settings["battle"]["showQueue"].Bool())
{
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if(!queue->embedded)
{
posWithQueue.y -= queue->pos.h;
posWithQueue.h += queue->pos.h;
}
//showing queue
if(!bresult)
queue->showAll(to);
else
queue->blitBg(to);
}
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//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);
}
}
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void CBattleInterface::showAliveStacks(std::vector<const CStack *> *aliveStacks, int hex, std::vector<const CStack *> *flyingStacks, SDL_Surface *to)
{
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//showing hero animations
if (hex == 0)
if(attackingHero)
attackingHero->show(to);
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if (hex == 16)
if(defendingHero)
defendingHero->show(to);
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for(size_t v = 0; v < aliveStacks[hex].size(); ++v)
{
const CStack *s = aliveStacks[hex][v];
2009-08-01 14:55:40 +03:00
2013-01-31 23:11:25 +03:00
if(!s->hasBonusOfType(Bonus::FLYING) || creAnims[s->ID]->getType() != CCreatureAnim::DEATH)
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showAliveStack(s, to);
else
flyingStacks->push_back(s);
}
}
void CBattleInterface::showObstacles(std::multimap<BattleHex, int> *hexToObstacle, std::vector<shared_ptr<const CObstacleInstance> > &obstacles, int hex, SDL_Surface *to)
{
std::pair<std::multimap<BattleHex, int>::const_iterator, std::multimap<BattleHex, int>::const_iterator> obstRange =
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hexToObstacle->equal_range(hex);
for(std::multimap<BattleHex, int>::const_iterator it = obstRange.first; it != obstRange.second; ++it)
{
const CObstacleInstance & curOb = *obstacles[it->second];
SDL_Surface *toBlit = imageOfObstacle(curOb);
Point p = whereToBlitObstacleImage(toBlit, curOb);
blitAt(toBlit, p.x, p.y, to);
}
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}
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void CBattleInterface::keyPressed(const SDL_KeyboardEvent & key)
{
if(key.keysym.sym == SDLK_q && key.state == SDL_PRESSED)
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{
if(settings["battle"]["showQueue"].Bool()) //hide queue
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hideQueue();
else
showQueue();
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}
else if(key.keysym.sym == SDLK_ESCAPE && spellDestSelectMode)
{
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endCastingSpell();
}
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}
void CBattleInterface::mouseMoved(const SDL_MouseMotionEvent &sEvent)
{
auto hexItr = std::find_if(bfield.begin(), bfield.end(), [](const CClickableHex *hex)
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{
return hex->hovered && hex->strictHovered;
});
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handleHex(hexItr == bfield.end() ? -1 : (*hexItr)->myNumber, MOVE);
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}
void CBattleInterface::setBattleCursor(const int myNumber)
{
const CClickableHex & hoveredHex = *bfield[myNumber];
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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;
const double hexMidY = hoveredHex.pos.y + hoveredHex.pos.h/2;
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);
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const bool doubleWide = activeStack->doubleWide();
bool aboveAttackable = true, belowAttackable = true;
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// Exclude directions which cannot be attacked from.
// Check to the left.
if (myNumber%GameConstants::BFIELD_WIDTH <= 1 || !vstd::contains(occupyableHexes, myNumber - 1))
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{
sectorCursor[0] = -1;
}
// Check top left, top right as well as above for 2-hex creatures.
if (myNumber/GameConstants::BFIELD_WIDTH == 0)
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{
sectorCursor[1] = -1;
sectorCursor[2] = -1;
aboveAttackable = false;
}
else
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{
if (doubleWide)
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{
bool attackRow[4] = {true, true, true, true};
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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;
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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
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{
if (doubleWide)
{
bool attackRow[4] = {true, true, true, true};
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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;
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if (!(attackRow[0] && attackRow[1]))
sectorCursor[5] = -1;
if (!(attackRow[1] && attackRow[2]))
belowAttackable = false;
if (!(attackRow[2] && attackRow[3]))
sectorCursor[4] = -1;
}
else
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{
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;
}
}
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// Determine index from sector.
int cursorIndex;
if (doubleWide)
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{
sectorCursor.insert(sectorCursor.begin() + 5, belowAttackable ? 13 : -1);
sectorCursor.insert(sectorCursor.begin() + 2, aboveAttackable ? 14 : -1);
if (sector < 1.5)
cursorIndex = 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
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{
cursorIndex = 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; }))
{
tlog1 << "Error: for hex " << myNumber << " cannot find a hex to attack from!\n";
attackingHex = -1;
return;
}
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// 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]);
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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:
break;
attackingHex = myNumber + 1; //right
case 4:
break;
attackingHex = myNumber + GameConstants::BFIELD_WIDTH + zigzagCorrection; //bottom right
case 5:
attackingHex = myNumber + GameConstants::BFIELD_WIDTH - 1 + zigzagCorrection; //bottom left
break;
}
BattleHex hex(attackingHex);
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if (!hex.isValid())
attackingHex = -1;
}
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void CBattleInterface::clickRight(tribool down, bool previousState)
{
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if(!down && spellDestSelectMode)
{
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endCastingSpell();
}
}
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void CBattleInterface::bOptionsf()
{
if(spellDestSelectMode) //we are casting a spell
return;
CCS->curh->changeGraphic(ECursor::ADVENTURE,0);
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Rect tempRect = genRect(431, 481, 160, 84);
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tempRect += pos.topLeft();
CBattleOptionsWindow * optionsWin = new CBattleOptionsWindow(tempRect, this);
GH.pushInt(optionsWin);
}
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())
enemyHeroName = "#ENEMY#"; //TODO: should surrendering without enemy hero be enabled?
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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(); }, 0, false);
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}
}
void CBattleInterface::bFleef()
{
if(spellDestSelectMode) //we are casting a spell
return;
if( curInt->cb->battleCanFlee() )
{
CFunctionList<void()> ony = boost::bind(&CBattleInterface::reallyFlee,this);
curInt->showYesNoDialog(CGI->generaltexth->allTexts[28], ony, 0, false); //Are you sure you want to retreat?
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}
else
{
std::vector<CComponent*> comps;
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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
char buffer[1000];
sprintf(buffer, CGI->generaltexth->allTexts[340].c_str(), heroName.c_str()); //The Shackles of War are present. %s can not retreat!
//printing message
curInt->showInfoDialog(std::string(buffer), comps);
}
}
void CBattleInterface::reallyFlee()
{
giveCommand(Battle::RETREAT,0,0);
CCS->curh->changeGraphic(ECursor::ADVENTURE, 0);
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}
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(Battle::SURRENDER,0,0);
CCS->curh->changeGraphic(ECursor::ADVENTURE, 0);
}
}
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void CBattleInterface::bAutofightf()
{
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if(spellDestSelectMode) //we are casting a spell
return;
}
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void CBattleInterface::bSpellf()
{
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if(spellDestSelectMode) //we are casting a spell
return;
CCS->curh->changeGraphic(ECursor::ADVENTURE,0);
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if(!myTurn)
return;
auto myHero = currentHero();
ESpellCastProblem::ESpellCastProblem spellCastProblem;
if (curInt->cb->battleCanCastSpell(&spellCastProblem))
{
CSpellWindow * spellWindow = new CSpellWindow(genRect(595, 620, (screen->w - 620)/2, (screen->h - 595)/2), myHero, curInt);
GH.pushInt(spellWindow);
}
else if(spellCastProblem == ESpellCastProblem::MAGIC_IS_BLOCKED)
{
//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 int 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->arth->artifacts[artID]->Name()));
}
}
}
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void CBattleInterface::bWaitf()
{
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if(spellDestSelectMode) //we are casting a spell
return;
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if(activeStack != NULL)
giveCommand(Battle::WAIT,0,activeStack->ID);
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}
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void CBattleInterface::bDefencef()
{
if(spellDestSelectMode) //we are casting a spell
return;
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if(activeStack != NULL)
giveCommand(Battle::DEFEND,0,activeStack->ID);
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}
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void CBattleInterface::bConsoleUpf()
{
if(spellDestSelectMode) //we are casting a spell
return;
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console->scrollUp();
}
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void CBattleInterface::bConsoleDownf()
{
if(spellDestSelectMode) //we are casting a spell
return;
console->scrollDown();
}
void CBattleInterface::newStack(const CStack * stack)
{
Point coords = CClickableHex::getXYUnitAnim(stack->position, stack->owner == attackingHeroInstance->tempOwner, stack, this);
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if(stack->position < 0) //turret
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{
const CCreature & turretCreature = *CGI->creh->creatures[siegeH->town->town->clientInfo.siegeShooter];
creAnims[stack->ID] = new CCreatureAnimation(turretCreature.animDefName);
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// Turret positions are read out of the /config/wall_pos.txt
int posID = 0;
switch (stack->position)
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{
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case -2: // keep creature
posID = 18;
break;
case -3: // bottom creature
posID = 19;
break;
case -4: // upper creature
posID = 20;
break;
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}
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if (posID != 0)
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{
coords.x = siegeH->town->town->clientInfo.siegePositions[posID].x + this->pos.x;
coords.y = siegeH->town->town->clientInfo.siegePositions[posID].y + this->pos.y;
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}
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}
else
{
creAnims[stack->ID] = new CCreatureAnimation(stack->getCreature()->animDefName);
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}
creAnims[stack->ID]->setType(CCreatureAnim::HOLDING);
creAnims[stack->ID]->pos = Rect(coords.x, coords.y, creAnims[stack->ID]->fullWidth, creAnims[stack->ID]->fullHeight);
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creDir[stack->ID] = stack->attackerOwned;
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}
void CBattleInterface::stackRemoved(int stackID)
{
delete creAnims[stackID];
creAnims.erase(stackID);
creDir.erase(stackID);
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redrawBackgroundWithHexes(activeStack);
queue->update();
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}
void CBattleInterface::stackActivated(const CStack * stack) //TODO: check it all before game state is changed due to abilities
{
//givenCommand = NULL;
stackToActivate = stack;
waitForAnims();
//if(pendingAnims.size() == 0)
if(stackToActivate) //during waiting stack may have gotten activated through show
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activateStack();
}
void CBattleInterface::stackMoved(const CStack * stack, std::vector<BattleHex> destHex, int distance)
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{
addNewAnim(new CMovementAnimation(this, stack, destHex, distance));
waitForAnims();
}
void CBattleInterface::stacksAreAttacked(std::vector<StackAttackedInfo> attackedInfos)
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{
for (size_t h = 0; h < attackedInfos.size(); ++h)
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{
if (!attackedInfos[h].cloneKilled) //FIXME: play dead animation for cloned creature before it vanishes
addNewAnim(new CDefenceAnimation(attackedInfos[h], this));
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if (attackedInfos[h].rebirth)
{
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displayEffect(50, attackedInfos[h].defender->position); //TODO: play reverse death animation
CCS->soundh->playSound(soundBase::RESURECT);
}
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}
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waitForAnims();
int targets = 0, killed = 0, damage = 0;
for(size_t h = 0; h < attackedInfos.size(); ++h)
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{
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++targets;
killed += attackedInfos[h].amountKilled;
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damage += attackedInfos[h].dmg;
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}
if (attackedInfos.front().cloneKilled) //FIXME: cloned stack is already removed
return;
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if (targets > 1)
printConsoleAttacked(attackedInfos.front().defender, damage, killed, attackedInfos.front().attacker, true); //creatures perish
else
printConsoleAttacked(attackedInfos.front().defender, damage, killed, attackedInfos.front().attacker, false);
for(size_t h = 0; h < attackedInfos.size(); ++h)
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{
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if (attackedInfos[h].rebirth)
creAnims[attackedInfos[h].defender->ID]->setType(CCreatureAnim::HOLDING);
if (attackedInfos[h].cloneKilled)
stackRemoved(attackedInfos[h].defender->ID);
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}
}
void CBattleInterface::stackAttacking( const CStack * attacker, BattleHex dest, const CStack * attacked, bool shooting )
{
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if (shooting)
{
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addNewAnim(new CShootingAnimation(this, attacker, dest, attacked));
}
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else
{
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addNewAnim(new CMeleeAttackAnimation(this, attacker, dest, attacked));
}
waitForAnims();
}
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void CBattleInterface::newRoundFirst( int round )
{
//handle regeneration
std::vector<const CStack*> stacks = curInt->cb->battleGetStacks(); //gets only alive stacks
// BOOST_FOREACH(const CStack *s, stacks)
// {
// }
waitForAnims();
}
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void CBattleInterface::newRound(int number)
{
console->addText(CGI->generaltexth->allTexts[412]);
//unlock spellbook
//bSpell->block(!curInt->cb->battleCanCastSpell());
//don't unlock spellbook - this should be done when we have axctive creature
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}
void CBattleInterface::giveCommand(Battle::ActionType action, BattleHex tile, ui32 stackID, si32 additional, si32 selected)
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{
const CStack *stack = curInt->cb->battleGetStackByID(stackID);
if(!stack && action != Battle::HERO_SPELL && action != Battle::RETREAT && action != Battle::SURRENDER)
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{
return;
}
if(stack && stack != activeStack)
tlog3 << "Warning: giving an order to a non-active stack?\n";
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BattleAction * ba = new BattleAction(); //is deleted in CPlayerInterface::activeStack()
ba->side = defendingHeroInstance ? (curInt->playerID == defendingHeroInstance->tempOwner) : false;
ba->actionType = action;
ba->destinationTile = tile;
ba->stackNumber = stackID;
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ba->additionalInfo = additional;
ba->selectedStack = selected;
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//some basic validations
switch(action)
{
case Battle::WALK_AND_ATTACK:
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assert(curInt->cb->battleGetStackByPos(additional)); //stack to attack must exist
case Battle::WALK:
case Battle::SHOOT:
case Battle::CATAPULT:
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assert(tile < GameConstants::BFIELD_SIZE);
break;
}
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if(!tacticsMode)
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{
tlog5 << "Setting command for " << (stack ? stack->nodeName() : "hero") << std::endl;
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myTurn = false;
activeStack = NULL;
givenCommand->setn(ba);
}
else
{
curInt->cb->battleMakeTacticAction(ba);
vstd::clear_pointer(ba);
activeStack = NULL;
//next stack will be activated when action ends
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}
}
bool CBattleInterface::isTileAttackable(const BattleHex & number) const
{
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for(size_t b=0; b<occupyableHexes.size(); ++b)
{
if(BattleHex::mutualPosition(occupyableHexes[b], number) != -1 || occupyableHexes[b] == number)
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return true;
}
return false;
}
bool CBattleInterface::isCatapultAttackable(BattleHex hex) const
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{
if(!siegeH || tacticsMode)
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return false;
int wallUnder = curInt->cb->battleHexToWallPart(hex);
if(wallUnder < 0) //invalid or indestructible
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return false;
return curInt->cb->battleGetWallState(wallUnder) < EWallState::DESTROYED;
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}
const CGHeroInstance * CBattleInterface::getActiveHero()
{
const CStack * attacker = activeStack;
if (!attacker)
{
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return NULL;
}
if (attacker->attackerOwned)
{
return attackingHeroInstance;
}
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return defendingHeroInstance;
}
void CBattleInterface::hexLclicked(int whichOne)
{
handleHex(whichOne, LCLICK);
}
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void CBattleInterface::stackIsCatapulting(const CatapultAttack & ca)
{
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for(std::set< std::pair< std::pair< ui8, si16 >, ui8> >::const_iterator it = ca.attackedParts.begin(); it != ca.attackedParts.end(); ++it)
{
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const CStack * stack = curInt->cb->battleGetStackByID(ca.attacker);
addNewAnim(new CShootingAnimation(this, stack, it->first.second, NULL, true, it->second));
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SDL_FreeSurface(siegeH->walls[it->first.first + 2]);
siegeH->walls[it->first.first + 2] = BitmapHandler::loadBitmap(
siegeH->getSiegeName(it->first.first + 2, curInt->cb->battleGetWallState(it->first.first)) );
}
waitForAnims();
}
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void CBattleInterface::battleFinished(const BattleResult& br)
{
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bresult = &br;
{
auto unlockPim = vstd::makeUnlockGuard(*LOCPLINT->pim);
animsAreDisplayed.waitUntil(false);
}
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displayBattleFinished();
activeStack = NULL;
}
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void CBattleInterface::displayBattleFinished()
{
CCS->curh->changeGraphic(ECursor::ADVENTURE,0);
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SDL_Rect temp_rect = genRect(561, 470, (screen->w - 800)/2 + 165, (screen->h - 600)/2 + 19);
resWindow = new CBattleResultWindow(*bresult, temp_rect, this);
GH.pushInt(resWindow);
}
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void CBattleInterface::spellCast( const BattleSpellCast * sc )
{
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const CSpell &spell = *CGI->spellh->spells[sc->id];
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//spell opening battle is cast when no stack is active
if(sc->castedByHero && ( activeStack == NULL || sc->side == !activeStack->attackerOwned) )
bSpell->block(true);
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std::vector< std::string > anims; //for magic arrow and ice bolt
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if (vstd::contains(CCS->soundh->spellSounds, &spell))
CCS->soundh->playSound(CCS->soundh->spellSounds[&spell]);
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switch(sc->id)
{
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case Spells::MAGIC_ARROW:
{
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//initialization of anims
anims.push_back("C20SPX0.DEF"); anims.push_back("C20SPX1.DEF"); anims.push_back("C20SPX2.DEF"); anims.push_back("C20SPX3.DEF"); anims.push_back("C20SPX4.DEF");
}
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case Spells::ICE_BOLT:
{
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if(anims.size() == 0) //initialization of anims
{
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anims.push_back("C08SPW0.DEF"); anims.push_back("C08SPW1.DEF"); anims.push_back("C08SPW2.DEF"); anims.push_back("C08SPW3.DEF"); anims.push_back("C08SPW4.DEF");
}
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} //end of ice bolt only part
{ //common ice bolt and magic arrow part
//initial variables
std::string animToDisplay;
Point srccoord = (sc->side ? Point(770, 60) : Point(30, 60)) + pos;
Point destcoord = CClickableHex::getXYUnitAnim(sc->tile, !sc->side, curInt->cb->battleGetStackByPos(sc->tile), this); //position attacked by arrow
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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 = false;
if (angle < 0)
{
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Vflip = true;
angle = -angle;
}
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//choosing animation by angle
if(angle > 1.50)
animToDisplay = anims[0];
else if(angle > 1.20)
animToDisplay = anims[1];
else if(angle > 0.90)
animToDisplay = anims[2];
else if(angle > 0.60)
animToDisplay = anims[3];
else
animToDisplay = anims[4];
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//displaying animation
CDefEssential * animDef = CDefHandler::giveDefEss(animToDisplay);
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int steps = sqrt(static_cast<double>((destcoord.x - srccoord.x)*(destcoord.x - srccoord.x) + (destcoord.y - srccoord.y) * (destcoord.y - srccoord.y))) / 40;
if(steps <= 0)
steps = 1;
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int dx = (destcoord.x - srccoord.x - animDef->ourImages[0].bitmap->w)/steps, dy = (destcoord.y - srccoord.y - animDef->ourImages[0].bitmap->h)/steps;
delete animDef;
addNewAnim(new CSpellEffectAnimation(this, animToDisplay, srccoord.x, srccoord.y, dx, dy, Vflip));
break; //for 15 and 16 cases
}
case Spells::LIGHTNING_BOLT:
case Spells::TITANS_LIGHTNING_BOLT:
case Spells::THUNDERBOLT:
case Spells::CHAIN_LIGHTNING: //TODO: zigzag effect
for (auto it = sc->affectedCres.begin(); it != sc->affectedCres.end(); ++it) //in case we have multiple targets
{
displayEffect(1, curInt->cb->battleGetStackByID(*it, false)->position);
displayEffect(spell.mainEffectAnim, curInt->cb->battleGetStackByID(*it, false)->position);
}
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break;
case Spells::DISPEL:
case Spells::CURE:
case Spells::RESURRECTION:
case Spells::ANIMATE_DEAD:
case Spells::DISPEL_HELPFUL_SPELLS:
case Spells::SACRIFICE: //TODO: animation upon killed stack
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for(std::set<ui32>::const_iterator it = sc->affectedCres.begin(); it != sc->affectedCres.end(); ++it)
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{
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displayEffect(spell.mainEffectAnim, curInt->cb->battleGetStackByID(*it, false)->position);
}
break;
case Spells::SUMMON_FIRE_ELEMENTAL:
case Spells::SUMMON_EARTH_ELEMENTAL:
case Spells::SUMMON_WATER_ELEMENTAL:
case Spells::SUMMON_AIR_ELEMENTAL:
case Spells::CLONE:
case Spells::REMOVE_OBSTACLE:
addNewAnim(new CDummyAnimation(this, 2)); //interface won't return until animation is played. TODO: make it smarter?
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break;
} //switch(sc->id)
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//support for resistance
for(size_t j = 0; j < sc->resisted.size(); ++j)
{
int tile = curInt->cb->battleGetStackByID(sc->resisted[j])->position;
displayEffect(78, tile);
}
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//displaying message in console
bool customSpell = false;
bool plural = false; //add singular / plural form of creature text if this is true
int textID = 0;
if(sc->affectedCres.size() == 1)
{
std::string text = CGI->generaltexth->allTexts[195];
if(sc->castedByHero)
{
boost::algorithm::replace_first(text, "%s", curInt->cb->battleGetHeroInfo(sc->side).name);
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boost::algorithm::replace_first(text, "%s", CGI->spellh->spells[sc->id]->name); //spell name
boost::algorithm::replace_first(text, "%s", curInt->cb->battleGetStackByID(*sc->affectedCres.begin(), false)->getCreature()->namePl ); //target
}
else
{
switch(sc->id)
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{
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case Spells::STONE_GAZE:
customSpell = true;
plural = true;
textID = 558;
break;
case Spells::POISON:
customSpell = true;
plural = true;
textID = 561;
break;
case Spells::BIND:
customSpell = true;
text = CGI->generaltexth->allTexts[560];
boost::algorithm::replace_first(text, "%s", curInt->cb->battleGetStackByID(*sc->affectedCres.begin(), false)->getCreature()->namePl );
break; //Roots and vines bind the %s to the ground!
case Spells::DISEASE:
customSpell = true;
plural = true;
textID = 553;
break;
case Spells::PARALYZE:
customSpell = true;
plural = true;
textID = 563;
break;
case Spells::AGE:
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{
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customSpell = true;
if (curInt->cb->battleGetStackByID(*sc->affectedCres.begin())->count > 1)
{
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text = CGI->generaltexth->allTexts[552];
boost::algorithm::replace_first(text, "%s", curInt->cb->battleGetStackByID(*sc->affectedCres.begin())->type->namePl);
}
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else
{
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text = CGI->generaltexth->allTexts[551];
boost::algorithm::replace_first(text, "%s", curInt->cb->battleGetStackByID(*sc->affectedCres.begin())->type->nameSing);
}
//The %s shrivel with age, and lose %d hit points."
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TBonusListPtr bl = curInt->cb->battleGetStackByID(*sc->affectedCres.begin(), false)->getBonuses(Selector::type(Bonus::STACK_HEALTH));
bl->remove_if(Selector::source(Bonus::SPELL_EFFECT, 75));
boost::algorithm::replace_first(text, "%d", boost::lexical_cast<std::string>(bl->totalValue()/2));
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}
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break;
case Spells::THUNDERBOLT:
text = CGI->generaltexth->allTexts[367];
boost::algorithm::replace_first(text, "%s", curInt->cb->battleGetStackByID(*sc->affectedCres.begin())->type->namePl);
console->addText(text);
text = CGI->generaltexth->allTexts[343].substr(1, CGI->generaltexth->allTexts[343].size() - 1); //Does %d points of damage.
boost::algorithm::replace_first(text, "%d", boost::lexical_cast<std::string>(sc->dmgToDisplay)); //no more text afterwards
console->addText(text);
customSpell = true;
text = ""; //yeah, it's a terrible mess
break;
case Spells::DISPEL_HELPFUL_SPELLS:
text = CGI->generaltexth->allTexts[555];
boost::algorithm::replace_first(text, "%s", curInt->cb->battleGetStackByID(*sc->affectedCres.begin())->type->namePl);
customSpell = true;
break;
case Spells::DEATH_STARE:
customSpell = true;
if (sc->dmgToDisplay)
{
if (sc->dmgToDisplay > 1)
{
text = CGI->generaltexth->allTexts[119]; //%d %s die under the terrible gaze of the %s.
boost::algorithm::replace_first(text, "%d", boost::lexical_cast<std::string>(sc->dmgToDisplay));
boost::algorithm::replace_first(text, "%s", curInt->cb->battleGetStackByID(*sc->affectedCres.begin(), false)->getCreature()->namePl );
}
else
{
text = CGI->generaltexth->allTexts[118]; //One %s dies under the terrible gaze of the %s.
boost::algorithm::replace_first(text, "%s", curInt->cb->battleGetStackByID(*sc->affectedCres.begin())->type->nameSing);
}
boost::algorithm::replace_first(text, "%s", CGI->creh->creatures[sc->attackerType]->namePl); //casting stack
}
else
text = "";
break;
default:
text = CGI->generaltexth->allTexts[565]; //The %s casts %s
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boost::algorithm::replace_first(text, "%s", CGI->creh->creatures[sc->attackerType]->namePl); //casting stack
}
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if (plural)
{
if (curInt->cb->battleGetStackByID(*sc->affectedCres.begin())->count > 1)
{
text = CGI->generaltexth->allTexts[textID + 1];
boost::algorithm::replace_first(text, "%s", curInt->cb->battleGetStackByID(*sc->affectedCres.begin())->getName());
}
else
{
text = CGI->generaltexth->allTexts[textID];
boost::algorithm::replace_first(text, "%s", curInt->cb->battleGetStackByID(*sc->affectedCres.begin())->getName());
}
}
}
if (!customSpell && !sc->dmgToDisplay)
boost::algorithm::replace_first(text, "%s", CGI->spellh->spells[sc->id]->name); //simple spell name
if (text.size())
console->addText(text);
}
else
{
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std::string text = CGI->generaltexth->allTexts[196];
if(sc->castedByHero)
{
boost::algorithm::replace_first(text, "%s", curInt->cb->battleGetHeroInfo(sc->side).name);
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}
else if(sc->attackerType < CGI->creh->creatures.size())
{
boost::algorithm::replace_first(text, "%s", CGI->creh->creatures[sc->attackerType]->namePl); //creature caster
}
else
{
//TODO artifacts that cast spell; scripts some day
boost::algorithm::replace_first(text, "%s", "Something");
}
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boost::algorithm::replace_first(text, "%s", CGI->spellh->spells[sc->id]->name);
console->addText(text);
}
if(sc->dmgToDisplay && !customSpell)
{
std::string dmgInfo = CGI->generaltexth->allTexts[376];
boost::algorithm::replace_first(dmgInfo, "%s", CGI->spellh->spells[sc->id]->name); //simple spell name
boost::algorithm::replace_first(dmgInfo, "%d", boost::lexical_cast<std::string>(sc->dmgToDisplay));
console->addText(dmgInfo); //todo: casualties (?)
}
waitForAnims();
//mana absorption
if (sc->manaGained)
{
Point leftHero = Point(15, 30) + pos;
Point rightHero = Point(755, 30) + pos;
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addNewAnim(new CSpellEffectAnimation(this, sc->side ? "SP07_A.DEF" : "SP07_B.DEF", leftHero.x, leftHero.y, 0, 0, false));
addNewAnim(new CSpellEffectAnimation(this, sc->side ? "SP07_B.DEF" : "SP07_A.DEF", rightHero.x, rightHero.y, 0, 0, false));
}
}
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void CBattleInterface::battleStacksEffectsSet(const SetStackEffect & sse)
{
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int effID = sse.effect.back().sid;
if(effID != -1) //can be -1 for defensive stance effect
{
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for(std::vector<ui32>::const_iterator ci = sse.stacks.begin(); ci!=sse.stacks.end(); ++ci)
{
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displayEffect(CGI->spellh->spells[effID]->mainEffectAnim, curInt->cb->battleGetStackByID(*ci)->position);
}
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}
else if (sse.stacks.size() == 1 && sse.effect.size() == 2)
{
const Bonus & bns = sse.effect.front();
if (bns.source == Bonus::OTHER && bns.type == Bonus::PRIMARY_SKILL)
{
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//defensive stance
const CStack * stack = LOCPLINT->cb->battleGetStackByID(*sse.stacks.begin());
int txtid = 120;
if(stack->count != 1)
txtid++; //move to plural text
char txt[4000];
BonusList defenseBonuses = *(stack->getBonuses(Selector::typeSubtype(Bonus::PRIMARY_SKILL, PrimarySkill::DEFENSE)));
defenseBonuses.remove_if(Selector::durationType(Bonus::STACK_GETS_TURN)); //remove bonuses gained from defensive stance
int val = stack->Defense() - defenseBonuses.totalValue();
sprintf(txt, CGI->generaltexth->allTexts[txtid].c_str(), (stack->count != 1) ? stack->getCreature()->namePl.c_str() : stack->getCreature()->nameSing.c_str(), val);
console->addText(txt);
}
}
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if (activeStack != NULL) //it can be -1 when a creature casts effect
{
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redrawBackgroundWithHexes(activeStack);
}
}
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void CBattleInterface::castThisSpell(int spellID)
{
BattleAction * ba = new BattleAction;
ba->actionType = Battle::HERO_SPELL;
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ba->additionalInfo = spellID; //spell number
ba->destinationTile = -1;
ba->stackNumber = (attackingHeroInstance->tempOwner == curInt->playerID) ? -1 : -2;
ba->side = defendingHeroInstance ? (curInt->playerID == defendingHeroInstance->tempOwner) : false;
spellToCast = ba;
spellDestSelectMode = true;
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//choosing possible tragets
const CGHeroInstance * castingHero = (attackingHeroInstance->tempOwner == curInt->playerID) ? attackingHeroInstance : defendingHeroInstance;
sp = CGI->spellh->spells[spellID];
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spellSelMode = ANY_LOCATION;
if(sp->getTargetType() == CSpell::CREATURE)
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{
spellSelMode = selectionTypeByPositiveness(*sp);
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}
if(sp->getTargetType() == CSpell::CREATURE_EXPERT_MASSIVE)
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{
if(castingHero && castingHero->getSpellSchoolLevel(sp) < 3)
spellSelMode = selectionTypeByPositiveness(*sp);
else
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spellSelMode = NO_LOCATION;
}
if(sp->getTargetType() == CSpell::OBSTACLE)
{
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spellSelMode = OBSTACLE;
} //FIXME: Remove Obstacle has range X, unfortunatelly :(
else if(sp->range[ castingHero->getSpellSchoolLevel(sp) ] == "X") //spell has no range
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{
spellSelMode = NO_LOCATION;
}
if(sp->range[ castingHero->getSpellSchoolLevel(sp) ].size() > 1) //spell has many-hex range
{
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spellSelMode = ANY_LOCATION;
}
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if(spellID == Spells::FIRE_WALL || spellID == Spells::FORCE_FIELD)
{
spellSelMode = FREE_LOCATION;
}
if (spellSelMode == NO_LOCATION) //user does not have to select location
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{
spellToCast->destinationTile = -1;
curInt->cb->battleMakeAction(spellToCast);
endCastingSpell();
}
else
{
possibleActions.clear();
possibleActions.push_back (spellSelMode); //only this one action can be performed at the moment
GH.fakeMouseMove();//update cursor
}
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}
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void CBattleInterface::displayEffect(ui32 effect, int destTile)
{
addNewAnim(new CSpellEffectAnimation(this, effect, destTile));
}
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void CBattleInterface::battleTriggerEffect(const BattleTriggerEffect & bte)
{
const CStack * stack = curInt->cb->battleGetStackByID(bte.stackID);
//don't show animation when no HP is regenerated
switch (bte.effect)
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{
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case Bonus::HP_REGENERATION:
displayEffect(74, stack->position);
CCS->soundh->playSound(soundBase::REGENER);
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break;
case Bonus::MANA_DRAIN:
displayEffect(77, stack->position);
CCS->soundh->playSound(soundBase::MANADRAI);
break;
case Bonus::POISON:
displayEffect(67, stack->position);
CCS->soundh->playSound(soundBase::POISON);
break;
case Bonus::FEAR:
displayEffect(15, stack->position);
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->position);
console->addText(hlp);
break;
}
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default:
return;
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}
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//waitForAnims(); //fixme: freezes game :?
}
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void CBattleInterface::setAnimSpeed(int set)
{
Settings speed = settings.write["battle"]["animationSpeed"];
speed->Float() = set;
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}
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int CBattleInterface::getAnimSpeed() const
{
return settings["battle"]["animationSpeed"].Float();
}
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void CBattleInterface::activateStack()
{
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activeStack = stackToActivate;
stackToActivate = NULL;
const CStack *s = activeStack;
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myTurn = true;
if(attackerInt && defenderInt) //hotseat -> need to pick which interface "takes over" as active
curInt = attackerInt->playerID == s->owner ? attackerInt : defenderInt;
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queue->update();
redrawBackgroundWithHexes(activeStack);
bWait->block(s->waited()); //block waiting button if stack has been already waiting
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//block cast spell button if hero doesn't have a spellbook
ESpellCastProblem::ESpellCastProblem spellcastingProblem;
bool canCastSpells = curInt->cb->battleCanCastSpell(&spellcastingProblem);
bSpell->block(!canCastSpells && spellcastingProblem != ESpellCastProblem::MAGIC_IS_BLOCKED); //if magic is blocked, we leave button active, so the message can be displayed (cf bug #97)
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bSurrender->block((curInt == attackerInt ? defendingHeroInstance : attackingHeroInstance) == NULL);
bFlee->block(!curInt->cb->battleCanFlee());
bSurrender->block(curInt->cb->battleGetSurrenderCost() < 0);
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//set casting flag to true if creature can use it to not check it every time
const Bonus *spellcaster = s->getBonusLocalFirst(Selector::type(Bonus::SPELLCASTER)),
*randomSpellcaster = s->getBonusLocalFirst(Selector::type(Bonus::RANDOM_SPELLCASTER));
if (s->casts && (spellcaster || randomSpellcaster))
{
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stackCanCastSpell = true;
if(randomSpellcaster)
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creatureSpellToCast = -1; //spell will be set later on cast
creatureSpellToCast = curInt->cb->battleGetRandomStackSpell(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?
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}
else
{
stackCanCastSpell = false;
creatureSpellToCast = -1;
}
getPossibleActionsForStack (s);
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if(!pendingAnims.size() && !active)
activate();
GH.fakeMouseMove();
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}
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double CBattleInterface::getAnimSpeedMultiplier() const
{
switch(getAnimSpeed())
{
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case 1:
return 3.5;
case 2:
return 2.2;
case 4:
return 1.0;
default:
return 0.0;
}
}
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void CBattleInterface::endCastingSpell()
{
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assert(spellDestSelectMode);
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delete spellToCast;
spellToCast = NULL;
sp = NULL;
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spellDestSelectMode = false;
CCS->curh->changeGraphic(ECursor::COMBAT, ECursor::COMBAT_POINTER);
if (activeStack)
{
getPossibleActionsForStack (activeStack); //restore actions after they were cleared
myTurn = true;
}
}
void CBattleInterface::getPossibleActionsForStack(const CStack * stack)
{
possibleActions.clear();
if (tacticsMode)
{
possibleActions += MOVE_TACTICS, CHOOSE_TACTICS_STACK;
}
else
{
//first action will be prioritized over later ones
if (stack->casts) //TODO: check for battlefield effects that prevent casting?
{
if (stack->hasBonusOfType (Bonus::SPELLCASTER))
{
//TODO: poll possible spells
const CSpell * spell;
BonusList spellBonuses = *stack->getBonuses (Selector::type(Bonus::SPELLCASTER));
BOOST_FOREACH (Bonus * spellBonus, spellBonuses)
{
spell = CGI->spellh->spells[spellBonus->subtype];
if (spell->isRisingSpell())
{
possibleActions.push_back (RISING_SPELL);
}
//possibleActions.push_back (NO_LOCATION);
//possibleActions.push_back (ANY_LOCATION);
//TODO: allow stacks cast aimed spells
//possibleActions.push_back (OTHER_SPELL);
else
{
switch (spellBonus->subtype)
{
case Spells::REMOVE_OBSTACLE:
possibleActions.push_back (OBSTACLE);
break;
default:
possibleActions.push_back (selectionTypeByPositiveness (*spell));
break;
}
}
}
std::sort(possibleActions.begin(), possibleActions.end());
auto it = std::unique (possibleActions.begin(), possibleActions.end());
possibleActions.erase (it, possibleActions.end());
}
if (stack->hasBonusOfType (Bonus::RANDOM_SPELLCASTER))
possibleActions.push_back (RANDOM_GENIE_SPELL);
if (stack->hasBonusOfType (Bonus::DAEMON_SUMMONING))
possibleActions.push_back (RISE_DEMONS);
}
if (stack->shots && stack->hasBonusOfType (Bonus::SHOOTER))
possibleActions.push_back (SHOOT);
if (stack->hasBonusOfType (Bonus::RETURN_AFTER_STRIKE))
possibleActions.push_back (ATTACK_AND_RETURN);
possibleActions.push_back(ATTACK); //all active stacks can attack
possibleActions.push_back(WALK_AND_ATTACK); //not all stacks can always walk, but we will check this elsewhere
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if (stack->canMove() && stack->Speed()) //probably no reason to try move war machines or bound stacks
possibleActions.push_back (MOVE_STACK); //all active stacks can attack
if (siegeH && stack->hasBonusOfType (Bonus::CATAPULT)) //TODO: check shots
possibleActions.push_back (CATAPULT);
if (stack->hasBonusOfType (Bonus::HEALER))
possibleActions.push_back (HEAL);
}
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}
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void CBattleInterface::showAliveStack(const CStack *stack, SDL_Surface * to)
{
int ID = stack->ID;
if(creAnims.find(ID) == creAnims.end()) //eg. for summoned but not yet handled stacks
return;
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const CCreature *creature = stack->getCreature();
SDL_Rect unitRect = {creAnims[ID]->pos.x, creAnims[ID]->pos.y, uint16_t(creAnims[ID]->fullWidth), uint16_t(creAnims[ID]->fullHeight)};
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CCreatureAnim::EAnimType animType = creAnims[ID]->getType();
int affectingSpeed = getAnimSpeed();
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if(animType == CCreatureAnim::MOUSEON || animType == CCreatureAnim::HOLDING) //standing stacks should not stand faster :)
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affectingSpeed = 2;
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bool incrementFrame = (animCount%(4/affectingSpeed)==0) && animType!=CCreatureAnim::DEATH &&
animType!=CCreatureAnim::MOVE_START && animType!=CCreatureAnim::HOLDING;
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if (creature->idNumber == 149)
{
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// a turret creature has a limited height, so cut it at a certain position; turret creature has no standing anim
unitRect.h = siegeH->town->town->clientInfo.siegeShooterCropHeight;
}
else
{
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// standing animation
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if(animType == CCreatureAnim::HOLDING)
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{
if(standingFrame.find(ID)!=standingFrame.end())
{
incrementFrame = (animCount%(8/affectingSpeed)==0);
if(incrementFrame)
{
++standingFrame[ID];
if(standingFrame[ID] == creAnims[ID]->framesInGroup(CCreatureAnim::HOLDING))
{
standingFrame.erase(standingFrame.find(ID));
}
}
}
else
{
if((rand()%50) == 0)
{
standingFrame.insert(std::make_pair(ID, 0));
}
}
}
}
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// As long as the projectile of the shooter-stack is flying incrementFrame should be false
//bool shootingFinished = true;
for (std::list<ProjectileInfo>::iterator it = projectiles.begin(); it != projectiles.end(); ++it)
{
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if (it->stackID == ID)
{
//shootingFinished = false;
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if (it->animStartDelay == 0)
incrementFrame = false;
}
}
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// Increment always when moving, never if stack died
creAnims[ID]->nextFrame(to, unitRect.x, unitRect.y, creDir[ID], animCount, incrementFrame, activeStack && ID==activeStack->ID, ID==mouseHoveredStack, &unitRect);
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//printing amount
if(stack->count > 0 //don't print if stack is not alive
&& (!curInt->curAction
|| (curInt->curAction->stackNumber != ID //don't print if stack is currently taking an action
&& (curInt->curAction->actionType != Battle::WALK_AND_ATTACK || stack->position != curInt->curAction->additionalInfo) //nor if it's an object of attack
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&& (curInt->curAction->destinationTile != stack->position) //nor if it's on destination tile for current action
)
)
&& !stack->hasBonusOfType(Bonus::SIEGE_WEAPON) //and not a war machine...
)
{
const BattleHex nextPos = stack->position + (stack->attackerOwned ? 1 : -1);
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const bool edge = stack->position % GameConstants::BFIELD_WIDTH == (stack->attackerOwned ? GameConstants::BFIELD_WIDTH - 2 : 1);
const bool moveInside = !edge && !stackCountOutsideHexes[nextPos];
int xAdd = (stack->attackerOwned ? 220 : 202) +
(stack->doubleWide() ? 44 : 0) * (stack->attackerOwned ? +1 : -1) +
(moveInside ? amountNormal->w + 10 : 0) * (stack->attackerOwned ? -1 : +1);
int yAdd = 260 + ((stack->attackerOwned || moveInside) ? 0 : -15);
//blitting amount background box
SDL_Surface *amountBG = NULL;
TBonusListPtr spellEffects = stack->getSpellBonuses();
if(!spellEffects->size())
{
amountBG = amountNormal;
}
else
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{
int pos=0; //determining total positiveness of effects
std::vector<si32> spellIds = stack->activeSpells();
for(std::vector<si32>::const_iterator it = spellIds.begin(); it != spellIds.end(); it++)
{
pos += CGI->spellh->spells[ *it ]->positiveness;
}
if(pos > 0)
{
amountBG = amountPositive;
}
else if(pos < 0)
{
amountBG = amountNegative;
}
else
{
amountBG = amountEffNeutral;
}
}
SDL_Rect temp_rect = genRect(amountNormal->h, amountNormal->w, creAnims[ID]->pos.x + xAdd, creAnims[ID]->pos.y + yAdd);
SDL_BlitSurface(amountBG, NULL, to, &temp_rect);
//blitting amount
Point textPos(creAnims[ID]->pos.x + xAdd + 15, creAnims[ID]->pos.y + yAdd + 5);
graphics->fonts[FONT_TINY]->renderTextCenter(to, makeNumberShort(stack->count), Colors::WHITE, textPos);
}
}
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void CBattleInterface::showPieceOfWall(SDL_Surface * to, int hex, const std::vector<const CStack*> & stacks)
{
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if(!siegeH)
return;
#ifdef CPP11_USE_INITIALIZERS_LIST
//note - std::list<int> must be specified to avoid type deduction by gcc (may not work in other compilers)
static const std::map<int, std::list<int> > hexToPart = {
{12, std::list<int>{8, 1, 7}}, {45, std::list<int>{12, 6}},
{101, std::list<int>{10}}, {118, std::list<int>{2}},
{165, std::list<int>{11}}, {186, std::list<int>{3}}};
#else
using namespace boost::assign;
std::map<int, std::list<int> > hexToPart;
hexToPart[12] = list_of<int>(8)(1)(7);
hexToPart[45] = list_of<int>(12)(6);
hexToPart[101] = list_of<int>(10);
hexToPart[118] = list_of<int>(2);
hexToPart[165] = list_of<int>(11);
hexToPart[186] = list_of<int>(3);
#endif
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std::map<int, std::list<int> >::const_iterator it = hexToPart.find(hex);
if(it != hexToPart.end())
{
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BOOST_FOREACH(int wallNum, it->second)
{
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siegeH->printPartOfWall(to, wallNum);
//print creature in turret
int posToSeek = -1;
switch(wallNum)
{
case 3: //bottom turret
posToSeek = -3;
break;
case 8: //upper turret
posToSeek = -4;
break;
case 2: //keep
posToSeek = -2;
break;
}
if(posToSeek != -1)
{
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const CStack *turret = NULL;
BOOST_FOREACH(const CStack *s, stacks)
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{
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if(s->position == posToSeek)
{
turret = s;
break;
}
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}
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if(turret)
{
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showAliveStack(turret, to);
//blitting creature cover
switch(posToSeek)
{
case -3: //bottom turret
siegeH->printPartOfWall(to, 16);
break;
case -4: //upper turret
siegeH->printPartOfWall(to, 17);
break;
case -2: //keep
siegeH->printPartOfWall(to, 15);
break;
}
}
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}
}
}
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// Damaged wall below gate have to be drawn earlier than a non-damaged wall below gate.
if ((hex == 112 && curInt->cb->battleGetWallState(3) == 3) || (hex == 147 && curInt->cb->battleGetWallState(3) != 3))
siegeH->printPartOfWall(to, 5);
// Damaged bottom wall have to be drawn earlier than a non-damaged bottom wall.
if ((hex == 165 && curInt->cb->battleGetWallState(4) == 3) || (hex == 185 && curInt->cb->battleGetWallState(4) != 3))
siegeH->printPartOfWall(to, 4);
}
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void CBattleInterface::redrawBackgroundWithHexes(const CStack * activeStack)
{
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attackableHexes.clear();
if (activeStack)
occupyableHexes = curInt->cb->battleGetAvailableHexes(activeStack, true, &attackableHexes);
curInt->cb->battleGetStackCountOutsideHexes(stackCountOutsideHexes);
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//preparating background graphic with hexes and shaded hexes
blitAt(background, 0, 0, backgroundWithHexes);
//draw absolute obstacles (cliffs and so on)
BOOST_FOREACH(auto &oi, curInt->cb->battleGetAllObstacles())
{
if(oi->obstacleType == CObstacleInstance::ABSOLUTE_OBSTACLE/* || oi.obstacleType == CObstacleInstance::MOAT*/)
blitAt(imageOfObstacle(*oi), oi->getInfo().width, oi->getInfo().height, backgroundWithHexes);
}
if(settings["battle"]["cellBorders"].Bool())
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CSDL_Ext::blit8bppAlphaTo24bpp(cellBorders, NULL, backgroundWithHexes, NULL);
if(settings["battle"]["stackRange"].Bool())
{
std::vector<BattleHex> hexesToShade = occupyableHexes;
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hexesToShade.insert(hexesToShade.end(), attackableHexes.begin(), attackableHexes.end());
BOOST_FOREACH(BattleHex hex, hexesToShade)
{
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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, NULL, backgroundWithHexes, &temp_rect);
}
}
}
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void CBattleInterface::printConsoleAttacked( const CStack * defender, int dmg, int killed, const CStack * attacker, bool multiple )
{
char tabh[200] = {0};
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int end = 0;
if (attacker) //ignore if stacks were killed by spell
{
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end = sprintf(tabh, CGI->generaltexth->allTexts[attacker->count > 1 ? 377 : 376].c_str(),
(attacker->count > 1 ? attacker->getCreature()->namePl.c_str() : attacker->getCreature()->nameSing.c_str()), dmg);
}
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if(killed > 0)
{
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if(killed > 1)
{
sprintf(tabh + end, CGI->generaltexth->allTexts[379].c_str(), killed,
multiple ? CGI->generaltexth->allTexts[43].c_str() : defender->getCreature()->namePl.c_str()); // creatures perish
}
else //killed == 1
{
sprintf(tabh + end, CGI->generaltexth->allTexts[378].c_str(),
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multiple ? CGI->generaltexth->allTexts[42].c_str() : defender->getCreature()->nameSing.c_str()); // creature perishes
}
}
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console->addText(std::string(tabh));
}
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void CBattleInterface::projectileShowHelper(SDL_Surface * to)
{
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if(to == NULL)
to = screen;
std::list< std::list<ProjectileInfo>::iterator > toBeDeleted;
for(std::list<ProjectileInfo>::iterator it=projectiles.begin(); it!=projectiles.end(); ++it)
{
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// Creature have to be in a shooting anim and the anim start delay must be over.
// Otherwise abort to start moving the projectile.
if (it->animStartDelay > 0)
{
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if(it->animStartDelay == creAnims[it->stackID]->getAnimationFrame() + 1
&& creAnims[it->stackID]->getType() >= 14 && creAnims[it->stackID]->getType() <= 16)
it->animStartDelay = 0;
else
continue;
}
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SDL_Rect dst;
dst.h = idToProjectile[it->creID]->ourImages[it->frameNum].bitmap->h;
dst.w = idToProjectile[it->creID]->ourImages[it->frameNum].bitmap->w;
dst.x = it->x;
dst.y = it->y;
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// The equation below calculates the center pos of the canon, but we need the top left pos
// of it for drawing
if (it->catapultInfo)
{
dst.x -= 17.;
dst.y -= 10.;
}
if(it->reverse)
{
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SDL_Surface * rev = CSDL_Ext::rotate01(idToProjectile[it->creID]->ourImages[it->frameNum].bitmap);
CSDL_Ext::blit8bppAlphaTo24bpp(rev, NULL, to, &dst);
SDL_FreeSurface(rev);
}
else
{
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CSDL_Ext::blit8bppAlphaTo24bpp(idToProjectile[it->creID]->ourImages[it->frameNum].bitmap, NULL, to, &dst);
}
// Update projectile
++it->step;
if(it->step == it->lastStep)
{
toBeDeleted.insert(toBeDeleted.end(), it);
}
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else
{
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if (it->catapultInfo)
{
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// Parabolic shot of the trajectory, as follows: f(x) = ax^2 + bx + c
it->x += it->dx;
it->y = it->catapultInfo->calculateY(it->x - this->pos.x) + this->pos.y;
}
else
{
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// Normal projectile, just add the calculated "deltas" to the x and y positions.
it->x += it->dx;
it->y += it->dy;
}
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if(it->spin)
{
++(it->frameNum);
it->frameNum %= idToProjectile[it->creID]->ourImages.size();
}
}
}
for(std::list< std::list<ProjectileInfo>::iterator >::iterator it = toBeDeleted.begin(); it!= toBeDeleted.end(); ++it)
{
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projectiles.erase(*it);
}
}
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void CBattleInterface::endAction(const BattleAction* action)
{
const CStack * stack = curInt->cb->battleGetStackByID(action->stackNumber);
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//if((action->actionType==2 || (action->actionType==6 && action->destinationTile!=cb->battleGetPos(action->stackNumber)))) //activating interface when move is finished
// {
// activate();
// }
if(action->actionType == Battle::HERO_SPELL)
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{
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if(action->side)
defendingHero->setPhase(0);
else
attackingHero->setPhase(0);
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}
if(stack && action->actionType == Battle::WALK &&
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creAnims[action->stackNumber]->getType() != CCreatureAnim::HOLDING) //walk or walk & attack
{
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pendingAnims.push_back(std::make_pair(new CMovementEndAnimation(this, stack, action->destinationTile), false));
}
if(action->actionType == Battle::CATAPULT) //catapult
{
}
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//check if we should reverse stacks
//for some strange reason, it's not enough
// std::set<const CStack *> stacks;
// stacks.insert(LOCPLINT->cb->battleGetStackByID(action->stackNumber));
// stacks.insert(LOCPLINT->cb->battleGetStackByPos(action->destinationTile));
TStacks stacks = curInt->cb->battleGetStacks(CBattleCallback::MINE_AND_ENEMY);
BOOST_FOREACH(const CStack *s, stacks)
{
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if(s && creDir[s->ID] != bool(s->attackerOwned) && s->alive())
{
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addNewAnim(new CReverseAnimation(this, s, s->position, false));
}
}
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queue->update();
if(tacticsMode) //stack ended movement in tactics phase -> select the next one
bTacticNextStack(stack);
if( action->actionType == Battle::HERO_SPELL) //we have activated next stack after sending request that has been just realized -> blockmap due to movement has changed
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redrawBackgroundWithHexes(activeStack);
}
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void CBattleInterface::hideQueue()
{
Settings showQueue = settings.write["battle"]["showQueue"];
showQueue->Bool() = false;
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queue->deactivate();
if(!queue->embedded)
{
moveBy(Point(0, -queue->pos.h / 2));
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GH.totalRedraw();
}
}
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void CBattleInterface::showQueue()
{
Settings showQueue = settings.write["battle"]["showQueue"];
showQueue->Bool() = true;
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queue->activate();
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if(!queue->embedded)
{
moveBy(Point(0, +queue->pos.h / 2));
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GH.totalRedraw();
}
}
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void CBattleInterface::startAction(const BattleAction* action)
{
if(action->actionType == Battle::END_TACTIC_PHASE)
{
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SDL_FreeSurface(menu);
menu = BitmapHandler::loadBitmap("CBAR.bmp");
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graphics->blueToPlayersAdv(menu, curInt->playerID);
bDefence->block(false);
bWait->block(false);
if(active)
{
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if(btactEnd && btactNext) //if the other side had tactics, there are no buttons
{
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btactEnd->deactivate();
btactNext->deactivate();
bConsoleDown->activate();
bConsoleUp->activate();
}
}
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redraw();
return;
}
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const CStack *stack = curInt->cb->battleGetStackByID(action->stackNumber);
if(stack)
{
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queue->update();
}
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else
{
assert(action->actionType == Battle::HERO_SPELL); //only cast spell is valid action without acting stack number
}
if(action->actionType == Battle::WALK
|| (action->actionType == Battle::WALK_AND_ATTACK && action->destinationTile != stack->position))
{
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moveStarted = true;
if(creAnims[action->stackNumber]->framesInGroup(CCreatureAnim::MOVE_START))
{
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const CStack * stack = curInt->cb->battleGetStackByID(action->stackNumber);
pendingAnims.push_back(std::make_pair(new CMovementStartAnimation(this, stack), false));
}
}
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if(active)
deactivate();
char txt[400];
if (action->actionType == Battle::HERO_SPELL) //when hero casts spell
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{
if(action->side)
defendingHero->setPhase(4);
else
attackingHero->setPhase(4);
return;
}
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if(!stack)
{
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tlog1<<"Something wrong with stackNumber in actionStarted. Stack number: "<<action->stackNumber<<std::endl;
return;
}
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int txtid = 0;
switch(action->actionType)
{
case Battle::WAIT:
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txtid = 136;
break;
case Battle::BAD_MORALE:
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txtid = -34; //negative -> no separate singular/plural form
displayEffect(30,stack->position);
break;
}
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if(txtid > 0 && stack->count != 1)
txtid++; //move to plural text
else if(txtid < 0)
txtid = -txtid;
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if(txtid)
{
sprintf(txt, CGI->generaltexth->allTexts[txtid].c_str(), (stack->count != 1) ? stack->getCreature()->namePl.c_str() : stack->getCreature()->nameSing.c_str(), 0);
console->addText(txt);
}
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//displaying special abilities
switch (action->actionType)
{
case Battle::STACK_HEAL:
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displayEffect(74, action->destinationTile);
CCS->soundh->playSound(soundBase::REGENER);
break;
}
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}
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void CBattleInterface::waitForAnims()
{
auto unlockPim = vstd::makeUnlockGuard(*LOCPLINT->pim);
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animsAreDisplayed.waitWhileTrue();
}
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void CBattleInterface::bEndTacticPhase()
{
activeStack = NULL;
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btactEnd->block(true);
tacticsMode = false;
}
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static bool immobile(const CStack *s)
{
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return !s->Speed(0, true); //should bound stacks be immobile?
}
void CBattleInterface::bTacticNextStack(const CStack *current /*= NULL*/)
{
if(!current)
current = activeStack;
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//no switching stacks when the current one is moving
waitForAnims();
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TStacks stacksOfMine = tacticianInterface->cb->battleGetStacks(CBattleCallback::ONLY_MINE);
stacksOfMine.erase(std::remove_if(stacksOfMine.begin(), stacksOfMine.end(), &immobile), stacksOfMine.end());
TStacks::iterator it = vstd::find(stacksOfMine, current);
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if(it != stacksOfMine.end() && ++it != stacksOfMine.end())
stackActivated(*it);
else
stackActivated(stacksOfMine.front());
}
CBattleInterface::PossibleActions CBattleInterface::selectionTypeByPositiveness(const CSpell & spell)
{
switch(spell.positiveness)
{
case CSpell::NEGATIVE :
return HOSTILE_CREATURE_SPELL;
case CSpell::NEUTRAL:
return ANY_CREATURE;
case CSpell::POSITIVE:
return FRIENDLY_CREATURE_SPELL;
}
assert(0);
return NO_LOCATION; //should never happen
}
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, false);
int shiftedDest = myNumber + (activeStack->attackerOwned ? 1 : -1);
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) //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;
//helper lambda that appropriately realizes action / sets cursor and tooltip
auto realizeThingsToDo = [&]()
{
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 != CREATURE_INFO)
{
myTurn = false; //tends to crash with empty calls
}
realizeAction();
CCS->curh->changeGraphic(ECursor::COMBAT, ECursor::COMBAT_POINTER);
this->console->alterText("");
}
};
const CStack * const sactive = activeStack;
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//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 (!sactive)
return;
bool ourStack = false;
if (shere)
ourStack = shere->owner == curInt->playerID;
//TODO: handle
bool noStackIsHovered = true; //will cause removing a blue glow
localActions.clear();
illegalActions.clear();
BOOST_FOREACH (PossibleActions action, possibleActions)
{
bool legalAction = false; //this action is legal and can't be performed
bool notLegal = false; //this action is not legal and should display message
switch (action)
{
case CHOOSE_TACTICS_STACK:
if (shere && ourStack)
legalAction = true;
break;
case MOVE_TACTICS:
case MOVE_STACK:
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{
if (!(shere && shere->alive())) //we can walk on dead stacks
{
if (canStackMoveHere (sactive, myNumber))
legalAction = true;
}
break;
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}
case ATTACK:
case WALK_AND_ATTACK:
case ATTACK_AND_RETURN:
{
if (shere && !ourStack && shere->alive())
{
if (isTileAttackable(myNumber))
{
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 SHOOT:
if(curInt->cb->battleCanShoot (activeStack, myNumber))
legalAction = true;
break;
case ANY_LOCATION:
if (myNumber > -1) //TODO: this should be checked for all actions
{
creatureCasting = stackCanCastSpell && !spellDestSelectMode; //as isCastingPossibleHere is not called
legalAction = true;
}
break;
case HOSTILE_CREATURE_SPELL:
if (shere && shere->alive() && !ourStack && isCastingPossibleHere (sactive, shere, myNumber))
legalAction = true;
break;
case FRIENDLY_CREATURE_SPELL:
if (shere && shere->alive() && ourStack && isCastingPossibleHere (sactive, shere, myNumber))
legalAction = true;
break;
case RISING_SPELL:
if (shere && shere->canBeHealed() && ourStack && isCastingPossibleHere (sactive, shere, myNumber)) //TODO: at least one stack has to be raised by resurrection / animate dead
legalAction = true;
break;
case RANDOM_GENIE_SPELL:
{
if (shere && ourStack && shere != sactive) //only positive spells for other allied creatures
{
int spellID = curInt->cb->battleGetRandomStackSpell(shere, CBattleInfoCallback::RANDOM_GENIE);
if (spellID > -1)
{
legalAction = true;
}
}
}
break;
case OBSTACLE:
if (isCastingPossibleHere (sactive, shere, myNumber))
legalAction = true;
break;
case TELEPORT:
{
ui8 skill = 0;
if (creatureCasting)
skill = sactive->valOfBonuses(Selector::typeSubtype(Bonus::SPELLCASTER, Spells::TELEPORT));
else
skill = getActiveHero()->getSpellSchoolLevel (CGI->spellh->spells[spellToCast->additionalInfo]);
//TODO: explicitely save power, skill
if (curInt->cb->battleCanTeleportTo(selectedStack, myNumber, skill))
legalAction = true;
else
notLegal = true;
}
break;
case SACRIFICE: //choose our living stack to sacrifice
if (shere && shere != selectedStack && ourStack && shere->alive())
legalAction = true;
else
notLegal = true;
break;
case FREE_LOCATION:
{
ui8 side = curInt->cb->battleGetMySide();
auto hero = curInt->cb->battleGetMyHero();
assert(!creatureCasting); //we assume hero casts this spell
assert(hero);
legalAction = true;
bool hexesOutsideBattlefield = false;
auto tilesThatMustBeClear = sp->rangeInHexes(myNumber, hero->getSpellSchoolLevel(sp), side, &hexesOutsideBattlefield);
BOOST_FOREACH(BattleHex hex, tilesThatMustBeClear)
{
if(curInt->cb->battleGetStackByPos(hex) || !!curInt->cb->battleGetObstacleOnPos(hex, false)
|| !hex.isAvailable())
{
legalAction = false;
notLegal = true;
}
}
if(hexesOutsideBattlefield)
{
legalAction = false;
notLegal = true;
}
}
break;
case CATAPULT:
if (isCatapultAttackable(myNumber))
legalAction = true;
break;
case HEAL:
if (shere && ourStack && shere->canBeHealed())
legalAction = true;
break;
case RISE_DEMONS:
if (shere && ourStack && !shere->alive())
legalAction = true;
break;
}
if (legalAction)
localActions.push_back (action);
else if (notLegal)
illegalActions.push_back (action);
}
illegalAction = 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 avaliable action 9they are sorted by suggested priority)
currentAction = localActions.front();
else //no legal action possible
{
currentAction = 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 = CREATURE_INFO;
}
else
illegalAction = INVALID; //we should never be here
}
bool isCastingPossible = false;
bool secondaryTarget = false;
if (currentAction > INVALID)
{
switch (currentAction) //display console message, realize selected action
{
case CHOOSE_TACTICS_STACK:
consoleMsg = (boost::format(CGI->generaltexth->allTexts[481]) % shere->getName()).str(); //Select %s
realizeAction = [=]{ stackActivated(shere); };
break;
case MOVE_TACTICS:
case 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, false);
int shiftedDest = myNumber + (activeStack->attackerOwned ? 1 : -1);
if(vstd::contains(acc, myNumber))
giveCommand (Battle::WALK ,myNumber, activeStack->ID);
else if(vstd::contains(acc, shiftedDest))
giveCommand (Battle::WALK, shiftedDest, activeStack->ID);
}
else
{
giveCommand (Battle::WALK, myNumber, activeStack->ID);
}
};
break;
case ATTACK:
case WALK_AND_ATTACK:
case 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?
realizeAction = [=]
{
BattleHex attackFromHex = fromWhichHexAttack(myNumber);
if (attackFromHex >= 0) //we can be in this line when unreachable creature is L - clicked (as of revision 1308)
{
giveCommand(Battle::WALK_AND_ATTACK, attackFromHex, activeStack->ID, myNumber);
}
};
std::string estDmgText = formatDmgRange(curInt->cb->battleEstimateDamage(sactive, shere)); //calculating estimated dmg
consoleMsg = (boost::format(CGI->generaltexth->allTexts[36]) % shere->getName() % estDmgText).str(); //Attack %s (%s damage)
}
break;
case SHOOT:
{
if(curInt->cb->battleHasShootingPenalty(activeStack, myNumber))
cursorFrame = ECursor::COMBAT_SHOOT_PENALTY;
else
cursorFrame = ECursor::COMBAT_SHOOT;
realizeAction = [=] {giveCommand(Battle::SHOOT, myNumber, activeStack->ID);};
std::string estDmgText = formatDmgRange(curInt->cb->battleEstimateDamage(sactive, shere)); //calculating estimated dmg
//printing - Shoot %s (%d shots left, %s damage)
consoleMsg = (boost::format(CGI->generaltexth->allTexts[296]) % shere->getName() % sactive->shots % estDmgText).str();
}
break;
case HOSTILE_CREATURE_SPELL:
case FRIENDLY_CREATURE_SPELL:
case RISING_SPELL:
sp = CGI->spellh->spells[creatureCasting ? creatureSpellToCast : spellToCast->additionalInfo]; //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 Spells::SACRIFICE:
case Spells::TELEPORT:
selectedStack = shere; //remember firts target
secondaryTarget = true;
break;
}
isCastingPossible = true;
break;
case ANY_LOCATION:
sp = CGI->spellh->spells[creatureCasting ? creatureSpellToCast : spellToCast->additionalInfo]; //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 RANDOM_GENIE_SPELL: //we assume that teleport / sacrifice will never be avaliable as random spell
sp = NULL;
consoleMsg = boost::str(boost::format(CGI->generaltexth->allTexts[301]) % shere->getName()); //Cast a spell on %
2012-06-20 16:03:05 +03:00
creatureCasting = true;
isCastingPossible = true;
break;
case TELEPORT:
consoleMsg = CGI->generaltexth->allTexts[25]; //Teleport Here
isCastingPossible = true;
break;
case OBSTACLE:
consoleMsg = CGI->generaltexth->allTexts[550];
isCastingPossible = true;
break;
case SACRIFICE:
cursorFrame = ECursor::COMBAT_SACRIFICE;
consoleMsg = (boost::format(CGI->generaltexth->allTexts[549]) % shere->getName()).str(); //sacrifice the %s
spellToCast->selectedStack = shere->ID; //sacrificed creature is selected
isCastingPossible = true;
break;
case FREE_LOCATION:
//cursorFrame = ECursor::SPELLBOOK;
consoleMsg = boost::str(boost::format(CGI->generaltexth->allTexts[26]) % sp->name); //Cast %s
isCastingPossible = true;
break;
case HEAL:
cursorFrame = ECursor::COMBAT_HEAL;
consoleMsg = (boost::format(CGI->generaltexth->allTexts[419]) % shere->getName()).str(); //Apply first aid to the %s
realizeAction = [=]{ giveCommand(Battle::STACK_HEAL, myNumber, activeStack->ID); }; //command healing
break;
case RISE_DEMONS:
cursorType = ECursor::SPELLBOOK;
realizeAction = [=]{ giveCommand(Battle::DAEMON_SUMMONING, myNumber, activeStack->ID); };
break;
case CATAPULT:
cursorFrame = ECursor::COMBAT_SHOOT_CATAPULT;
realizeAction = [=]{ giveCommand(Battle::CATAPULT, myNumber, activeStack->ID); };
break;
case CREATURE_INFO:
{
cursorFrame = ECursor::COMBAT_QUERY;
consoleMsg = (boost::format(CGI->generaltexth->allTexts[297]) % shere->getName()).str();
realizeAction = [=]{ GH.pushInt(createCreWindow(shere, true)); };
//setting console text
const time_t curTime = time(NULL);
CCreatureAnimation *hoveredStackAnim = creAnims[shere->ID];
if (shere->ID != mouseHoveredStack
&& curTime > lastMouseHoveredStackAnimationTime + HOVER_ANIM_DELTA
&& hoveredStackAnim->getType() == CCreatureAnim::HOLDING
&& hoveredStackAnim->framesInGroup(CCreatureAnim::MOUSEON) > 0)
{
hoveredStackAnim->playOnce(CCreatureAnim::MOUSEON);
lastMouseHoveredStackAnimationTime = curTime;
}
noStackIsHovered = false;
mouseHoveredStack = shere->ID;
}
break;
}
}
else //no possible valid action, display message
{
switch (illegalAction)
{
case HOSTILE_CREATURE_SPELL:
case FRIENDLY_CREATURE_SPELL:
case RISING_SPELL:
case RANDOM_GENIE_SPELL:
cursorFrame = ECursor::COMBAT_BLOCKED;
consoleMsg = CGI->generaltexth->allTexts[23];
break;
case TELEPORT:
consoleMsg = CGI->generaltexth->allTexts[24]; //Invalid Teleport Destination
break;
case SACRIFICE:
consoleMsg = CGI->generaltexth->allTexts[543]; //choose army to sacrifice
break;
case 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:
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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
{
cursorType = ECursor::SPELLBOOK;
cursorFrame = 0;
if(consoleMsg.empty() && sp)
consoleMsg = boost::str(boost::format(CGI->generaltexth->allTexts[26]) % sp->name); //Cast %s
realizeAction = [=]
{
if (secondaryTarget) //select that target now
{
possibleActions.clear();
switch (sp->id)
{
case Spells::TELEPORT: //don't cast spell yet, only select target
possibleActions.push_back (TELEPORT);
spellToCast->selectedStack = selectedStack->ID;
break;
case Spells::SACRIFICE:
possibleActions.push_back (SACRIFICE);
break;
}
}
else
{
if(creatureCasting)
{
if (sp)
{
giveCommand(Battle::MONSTER_SPELL, myNumber, sactive->ID, creatureSpellToCast);
}
else //unknown random spell
{
giveCommand(Battle::MONSTER_SPELL, myNumber, sactive->ID, curInt->cb->battleGetRandomStackSpell(shere, CBattleInfoCallback::RANDOM_GENIE));
}
}
else
{
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assert (sp);
switch (sp->id)
{
case Spells::SACRIFICE:
spellToCast->destinationTile = selectedStack->position; //cast on first creature that will be resurrected
break;
default:
spellToCast->destinationTile = myNumber;
break;
}
curInt->cb->battleMakeAction(spellToCast);
endCastingSpell();
}
selectedStack = NULL;
}
};
}
realizeThingsToDo();
if(noStackIsHovered)
mouseHoveredStack = -1;
}
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->additionalInfo;
sp = NULL;
if (spellID >= 0)
sp = CGI->spellh->spells[spellID];
if (sp)
{
if (creatureCasting)
isCastingPossible = (curInt->cb->battleCanCreatureCastThisSpell (sp, myNumber) == ESpellCastProblem::OK);
else
isCastingPossible = (curInt->cb->battleCanCastThisSpell (sp, myNumber) == ESpellCastProblem::OK);
}
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 = -1;
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->attackerOwned && doubleWide ? 1 : 0);
if(vstd::contains(occupyableHexes, destHex))
return destHex;
else if(activeStack->attackerOwned) //if we are 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->attackerOwned) //if we are 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 8: //from left
{
if(activeStack->doubleWide() && !activeStack->attackerOwned)
{
std::vector<BattleHex> acc = curInt->cb->battleGetAvailableHexes(activeStack, false);
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->attackerOwned) //if we are 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->attackerOwned && doubleWide ? 1 : 0);
if(vstd::contains(occupyableHexes, destHex))
return destHex;
else if(activeStack->attackerOwned) //if we are 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->attackerOwned)
{
std::vector<BattleHex> acc = curInt->cb->battleGetAvailableHexes(activeStack, false);
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(attackingHeroInstance->tempOwner == curInt->cb->getMyColor()) //if we are 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(attackingHeroInstance->tempOwner == curInt->cb->getMyColor()) //if we are 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);
}
SDL_Surface * CBattleInterface::imageOfObstacle(const CObstacleInstance &oi) const
{
int frameIndex = (animCount+1) / (40/getAnimSpeed());
switch(oi.obstacleType)
{
case CObstacleInstance::USUAL:
return vstd::circularAt(idToObstacle.find(oi.ID)->second->ourImages, frameIndex).bitmap;
case CObstacleInstance::ABSOLUTE_OBSTACLE:
return idToAbsoluteObstacle.find(oi.ID)->second;
case CObstacleInstance::QUICKSAND:
return vstd::circularAt(quicksand->ourImages, frameIndex).bitmap;
case CObstacleInstance::LAND_MINE:
return vstd::circularAt(landMine->ourImages, frameIndex).bitmap;
case CObstacleInstance::FIRE_WALL:
return vstd::circularAt(fireWall->ourImages, frameIndex).bitmap;
case CObstacleInstance::FORCE_FIELD:
{
auto &forceField = dynamic_cast<const SpellCreatedObstacle &>(oi);
if(forceField.getAffectedTiles().size() > 2)
return vstd::circularAt(bigForceField[forceField.casterSide]->ourImages, frameIndex).bitmap;
else
return vstd::circularAt(smallForceField[forceField.casterSide]->ourImages, frameIndex).bitmap;
}
case CObstacleInstance::MOAT://moat is blitted by SiegeHelper, this shouldn't be called
default:
assert(0);
return nullptr;
}
}
void CBattleInterface::obstaclePlaced(const CObstacleInstance & oi)
{
//so when multiple obstacles are added, they show up one after another
waitForAnims();
int effectID = -1;
soundBase::soundID sound = soundBase::invalid;//FIXME: variable set but unused. Missing soundh->playSound()?
std::string defname;
switch(oi.obstacleType)
{
case CObstacleInstance::QUICKSAND:
effectID = 55;
sound = soundBase::QUIKSAND;
break;
case CObstacleInstance::LAND_MINE:
effectID = 47;
sound = soundBase::LANDMINE;
break;
case CObstacleInstance::FORCE_FIELD:
{
auto &spellObstacle = dynamic_cast<const SpellCreatedObstacle&>(oi);
if(spellObstacle.casterSide)
{
if(oi.getAffectedTiles().size() < 3)
defname = "C15SPE0.DEF"; //TODO cannot find def for 2-hex force field \ appearing
else
defname = "C15SPE6.DEF";
}
else
{
if(oi.getAffectedTiles().size() < 3)
defname = "C15SPE0.DEF";
else
defname = "C15SPE9.DEF";
}
}
sound = soundBase::FORCEFLD;
break;
case CObstacleInstance::FIRE_WALL:
if(oi.getAffectedTiles().size() < 3)
effectID = 43; //small fire wall appearing
else
effectID = 44; //and the big one
sound = soundBase::fireWall;
break;
default:
tlog1 << "I don't know how to animate appearing obstacle of type " << (int)oi.obstacleType << std::endl;
return;
}
if(graphics->battleACToDef[effectID].empty())
{
tlog1 << "Cannot find def for effect type " << effectID << std::endl;
return;
}
if(defname.empty() && effectID >= 0)
defname = graphics->battleACToDef[effectID].front();
assert(!defname.empty());
//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 = whereToBlitObstacleImage(imageOfObstacle(oi), oi);
addNewAnim(new CSpellEffectAnimation(this, defname, 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);
}
Point CBattleInterface::whereToBlitObstacleImage(SDL_Surface *image, const CObstacleInstance &obstacle) const
{
int offset = image->h % 42;
if(obstacle.obstacleType == CObstacleInstance::USUAL)
{
if(obstacle.getInfo().blockedTiles.front() < 0 || offset > 37) //second or part is for holy ground ID=62,65,63
offset -= 42;
}
else if(obstacle.obstacleType == CObstacleInstance::QUICKSAND)
{
offset -= 42;
}
Rect r = hexPosition(obstacle.pos);
r.y += 42 - image->h + offset;
return r.topLeft();
}
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;
}
CBattleInterface::SiegeHelper::SiegeHelper(const CGTownInstance *siegeTown, const CBattleInterface * _owner)
: owner(_owner), town(siegeTown)
{
2011-12-14 00:35:28 +03:00
for(int g = 0; g < ARRAY_COUNT(walls); ++g)
{
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walls[g] = BitmapHandler::loadBitmap( getSiegeName(g) );
}
}
CBattleInterface::SiegeHelper::~SiegeHelper()
{
2011-12-14 00:35:28 +03:00
for(int g = 0; g < ARRAY_COUNT(walls); ++g)
{
SDL_FreeSurface(walls[g]);
}
}
std::string CBattleInterface::SiegeHelper::getSiegeName(ui16 what, ui16 additInfo) const
{
2009-09-01 16:54:13 +03:00
if(what == 2 || what == 3 || what == 8)
vstd::amin(additInfo, 2);
else
vstd::amin(additInfo, 3);
std::string & prefix = town->town->clientInfo.siegePrefix;
std::string addit = boost::lexical_cast<std::string>(additInfo);
switch(what)
{
case 0: //background
return prefix + "BACK.BMP";
case 1: //background wall
{
switch(town->town->typeID)
{
case 5: case 4: case 1: case 6:
return prefix + "TPW1.BMP";
default:
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return prefix + "TPWL.BMP";
}
}
case 2: //keep
return prefix + "MAN" + addit + ".BMP";
case 3: //bottom tower
return prefix + "TW1" + addit + ".BMP";
case 4: //bottom wall
return prefix + "WA1" + addit + ".BMP";
case 5: //below gate
return prefix + "WA3" + addit + ".BMP";
case 6: //over gate
return prefix + "WA4" + addit + ".BMP";
case 7: //upper wall
return prefix + "WA6" + addit + ".BMP";
case 8: //upper tower
return prefix + "TW2" + addit + ".BMP";
case 9: //gate
return prefix + "DRW" + addit + ".BMP";
case 10: //gate arch
return prefix + "ARCH.BMP";
case 11: //bottom static wall
return prefix + "WA2.BMP";
case 12: //upper static wall
return prefix + "WA5.BMP";
case 13: //moat
return prefix + "MOAT.BMP";
case 14: //mlip
return prefix + "MLIP.BMP";
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case 15: //keep creature cover
return prefix + "MANC.BMP";
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case 16: //bottom turret creature cover
return prefix + "TW1C.BMP";
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case 17: //upper turret creature cover
return prefix + "TW2C.BMP";
default:
return "";
}
}
/// What: 1. background wall, 2. keep, 3. bottom tower, 4. bottom wall, 5. wall below gate,
/// 6. wall over gate, 7. upper wall, 8. upper tower, 9. gate, 10. gate arch, 11. bottom static wall, 12. upper static wall, 13. moat, 14. mlip,
/// 15. keep turret cover, 16. lower turret cover, 17. upper turret cover
void CBattleInterface::SiegeHelper::printPartOfWall(SDL_Surface * to, int what)
{
Point pos = Point(-1, -1);
if (what >= 1 && what <= 17)
{
pos.x = owner->siegeH->town->town->clientInfo.siegePositions[what].x + owner->pos.x;
pos.y = owner->siegeH->town->town->clientInfo.siegePositions[what].y + owner->pos.y;
}
if(pos.x != -1)
{
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blitAt(walls[what], pos.x, pos.y, to);
}
}
double CatapultProjectileInfo::calculateY(double x)
{
return (facA * pow(10., -3.)) * pow(x, 2.0) + facB * x + facC;
}