/* * CBattleInterface.cpp, part of VCMI engine * * Authors: listed in file AUTHORS in main folder * * License: GNU General Public License v2.0 or later * Full text of license available in license.txt file, in main folder * */ #include "StdInc.h" #include "CBattleInterface.h" #include "CBattleAnimations.h" #include "CBattleInterfaceClasses.h" #include "CCreatureAnimation.h" #include "../CBitmapHandler.h" #include "../CGameInfo.h" #include "../CMessage.h" #include "../CMT.h" #include "../CMusicHandler.h" #include "../CPlayerInterface.h" #include "../CVideoHandler.h" #include "../Graphics.h" #include "../gui/CAnimation.h" #include "../gui/CCursorHandler.h" #include "../gui/CGuiHandler.h" #include "../gui/SDL_Extensions.h" #include "../windows/CAdvmapInterface.h" #include "../windows/CCreatureWindow.h" #include "../windows/CSpellWindow.h" #include "../../CCallback.h" #include "../../lib/CStack.h" #include "../../lib/CConfigHandler.h" #include "../../lib/CGeneralTextHandler.h" #include "../../lib/CHeroHandler.h" #include "../../lib/CondSh.h" #include "../../lib/CRandomGenerator.h" #include "../../lib/spells/CSpellHandler.h" #include "../../lib/spells/ISpellMechanics.h" #include "../../lib/spells/Problem.h" #include "../../lib/CTownHandler.h" #include "../../lib/BattleFieldHandler.h" #include "../../lib/ObstacleHandler.h" #include "../../lib/CGameState.h" #include "../../lib/mapping/CMap.h" #include "../../lib/NetPacks.h" #include "../../lib/UnlockGuard.h" CondSh CBattleInterface::animsAreDisplayed(false); CondSh CBattleInterface::givenCommand(nullptr); static void onAnimationFinished(const CStack *stack, std::weak_ptr anim) { std::shared_ptr animation = anim.lock(); if(!animation) return; if (animation->isIdle()) { const CCreature *creature = stack->getCreature(); if (animation->framesInGroup(CCreatureAnim::MOUSEON) > 0) { if (CRandomGenerator::getDefault().nextDouble(99.0) < creature->animation.timeBetweenFidgets *10) animation->playOnce(CCreatureAnim::MOUSEON); else animation->setType(CCreatureAnim::HOLDING); } else { animation->setType(CCreatureAnim::HOLDING); } } // always reset callback animation->onAnimationReset += std::bind(&onAnimationFinished, stack, anim); } static void transformPalette(SDL_Surface *surf, double rCor, double gCor, double bCor) { SDL_Color *colorsToChange = surf->format->palette->colors; for (int g=0; gformat->palette->ncolors; ++g) { SDL_Color *color = &colorsToChange[g]; if (color->b != 132 && color->g != 231 && color->r != 255) //it's not yellow border { color->r = static_cast(color->r * rCor); color->g = static_cast(color->g * gCor); color->b = static_cast(color->b * bCor); } } } void CBattleInterface::addNewAnim(CBattleAnimation *anim) { pendingAnims.push_back( std::make_pair(anim, false) ); animsAreDisplayed.setn(true); } CBattleInterface::CBattleInterface(const CCreatureSet *army1, const CCreatureSet *army2, const CGHeroInstance *hero1, const CGHeroInstance *hero2, const SDL_Rect & myRect, std::shared_ptr att, std::shared_ptr defen, std::shared_ptr spectatorInt) : background(nullptr), attackingHeroInstance(hero1), defendingHeroInstance(hero2), animCount(0), activeStack(nullptr), mouseHoveredStack(nullptr), stackToActivate(nullptr), selectedStack(nullptr), previouslyHoveredHex(-1), currentlyHoveredHex(-1), attackingHex(-1), stackCanCastSpell(false), creatureCasting(false), spellDestSelectMode(false), spellToCast(nullptr), sp(nullptr), creatureSpellToCast(-1), siegeH(nullptr), attackerInt(att), defenderInt(defen), curInt(att), animIDhelper(0), myTurn(false), moveStarted(false), moveSoundHander(-1), bresult(nullptr), battleActionsStarted(false) { OBJ_CONSTRUCTION; if(spectatorInt) { curInt = spectatorInt; } else if(!curInt) { //May happen when we are defending during network MP game -> attacker interface is just not present curInt = defenderInt; } animsAreDisplayed.setn(false); pos = myRect; strongInterest = true; givenCommand.setn(nullptr); //hot-seat -> check tactics for both players (defender may be local human) if(attackerInt && attackerInt->cb->battleGetTacticDist()) tacticianInterface = attackerInt; else if(defenderInt && defenderInt->cb->battleGetTacticDist()) tacticianInterface = defenderInt; //if we found interface of player with tactics, then enter tactics mode tacticsMode = static_cast(tacticianInterface); //create stack queue bool embedQueue; std::string queueSize = settings["battle"]["queueSize"].String(); if(queueSize == "auto") embedQueue = screen->h < 700; else embedQueue = screen->h < 700 || queueSize == "small"; queue = std::make_shared(embedQueue, this); if(!embedQueue) { if (settings["battle"]["showQueue"].Bool()) pos.y += queue->pos.h / 2; //center whole window queue->moveTo(Point(pos.x, pos.y - queue->pos.h)); } //preparing siege info const CGTownInstance *town = curInt->cb->battleGetDefendedTown(); if(town && town->hasFort()) { siegeH = new SiegeHelper(town, this); } CPlayerInterface::battleInt = this; //initializing armies this->army1 = army1; this->army2 = army2; std::vector stacks = curInt->cb->battleGetAllStacks(true); for(const CStack * s : stacks) { unitAdded(s); } //preparing menu background and terrain if(siegeH) { background = BitmapHandler::loadBitmap( siegeH->getSiegeName(0), false ); ui8 siegeLevel = curInt->cb->battleGetSiegeLevel(); if (siegeLevel >= 2) //citadel or castle { //print moat/mlip SDL_Surface *moat = BitmapHandler::loadBitmap( siegeH->getSiegeName(13) ), * mlip = BitmapHandler::loadBitmap( siegeH->getSiegeName(14) ); auto & info = siegeH->town->town->clientInfo; Point moatPos(info.siegePositions[13].x, info.siegePositions[13].y); Point mlipPos(info.siegePositions[14].x, info.siegePositions[14].y); if (moat) //eg. tower has no moat blitAt(moat, moatPos.x,moatPos.y, background); if (mlip) //eg. tower has no mlip blitAt(mlip, mlipPos.x, mlipPos.y, background); SDL_FreeSurface(moat); SDL_FreeSurface(mlip); } } else { auto bfieldType = curInt->cb->battleGetBattlefieldType(); if(bfieldType == BattleField::NONE) { logGlobal->error("Invalid battlefield returned for current battle"); } else { background = BitmapHandler::loadBitmap(bfieldType.getInfo()->graphics, false); } } //preparing graphics for displaying amounts of creatures amountNormal = BitmapHandler::loadBitmap("CMNUMWIN.BMP"); CSDL_Ext::alphaTransform(amountNormal); transformPalette(amountNormal, 0.59, 0.19, 0.93); amountPositive = BitmapHandler::loadBitmap("CMNUMWIN.BMP"); CSDL_Ext::alphaTransform(amountPositive); transformPalette(amountPositive, 0.18, 1.00, 0.18); amountNegative = BitmapHandler::loadBitmap("CMNUMWIN.BMP"); CSDL_Ext::alphaTransform(amountNegative); transformPalette(amountNegative, 1.00, 0.18, 0.18); amountEffNeutral = BitmapHandler::loadBitmap("CMNUMWIN.BMP"); CSDL_Ext::alphaTransform(amountEffNeutral); transformPalette(amountEffNeutral, 1.00, 1.00, 0.18); //preparing buttons and console bOptions = std::make_shared(Point( 3, 561), "icm003.def", CGI->generaltexth->zelp[381], std::bind(&CBattleInterface::bOptionsf,this), SDLK_o); bSurrender = std::make_shared(Point( 54, 561), "icm001.def", CGI->generaltexth->zelp[379], std::bind(&CBattleInterface::bSurrenderf,this), SDLK_s); bFlee = std::make_shared(Point(105, 561), "icm002.def", CGI->generaltexth->zelp[380], std::bind(&CBattleInterface::bFleef,this), SDLK_r); bAutofight = std::make_shared(Point(157, 561), "icm004.def", CGI->generaltexth->zelp[382], std::bind(&CBattleInterface::bAutofightf,this), SDLK_a); bSpell = std::make_shared(Point(645, 561), "icm005.def", CGI->generaltexth->zelp[385], std::bind(&CBattleInterface::bSpellf,this), SDLK_c); bWait = std::make_shared(Point(696, 561), "icm006.def", CGI->generaltexth->zelp[386], std::bind(&CBattleInterface::bWaitf,this), SDLK_w); bDefence = std::make_shared(Point(747, 561), "icm007.def", CGI->generaltexth->zelp[387], std::bind(&CBattleInterface::bDefencef,this), SDLK_d); bDefence->assignedKeys.insert(SDLK_SPACE); bConsoleUp = std::make_shared(Point(624, 561), "ComSlide.def", std::make_pair("", ""), std::bind(&CBattleInterface::bConsoleUpf,this), SDLK_UP); bConsoleDown = std::make_shared(Point(624, 580), "ComSlide.def", std::make_pair("", ""), std::bind(&CBattleInterface::bConsoleDownf,this), SDLK_DOWN); bConsoleUp->setImageOrder(0, 1, 0, 0); bConsoleDown->setImageOrder(2, 3, 2, 2); console = std::make_shared(); console->pos.x += 211; console->pos.y += 560; console->pos.w = 406; console->pos.h = 38; if(tacticsMode) { btactNext = std::make_shared(Point(213, 560), "icm011.def", std::make_pair("", ""), [&](){ bTacticNextStack(nullptr);}, SDLK_SPACE); btactEnd = std::make_shared(Point(419, 560), "icm012.def", std::make_pair("", ""), [&](){ bEndTacticPhase();}, SDLK_RETURN); menu = BitmapHandler::loadBitmap("COPLACBR.BMP"); } else { menu = BitmapHandler::loadBitmap("CBAR.BMP"); } graphics->blueToPlayersAdv(menu, curInt->playerID); //loading hero animations if(hero1) // attacking hero { std::string battleImage; if(!hero1->type->battleImage.empty()) { battleImage = hero1->type->battleImage; } else { if(hero1->sex) battleImage = hero1->type->heroClass->imageBattleFemale; else battleImage = hero1->type->heroClass->imageBattleMale; } attackingHero = std::make_shared(battleImage, false, hero1->tempOwner, hero1->tempOwner == curInt->playerID ? hero1 : nullptr, this); auto img = attackingHero->animation->getImage(0, 0, true); if(img) attackingHero->pos = genRect(img->height(), img->width(), pos.x - 43, pos.y - 19); } if(hero2) // defending hero { std::string battleImage; if(!hero2->type->battleImage.empty()) { battleImage = hero2->type->battleImage; } else { if(hero2->sex) battleImage = hero2->type->heroClass->imageBattleFemale; else battleImage = hero2->type->heroClass->imageBattleMale; } defendingHero = std::make_shared(battleImage, true, hero2->tempOwner, hero2->tempOwner == curInt->playerID ? hero2 : nullptr, this); auto img = defendingHero->animation->getImage(0, 0, true); if(img) defendingHero->pos = genRect(img->height(), img->width(), pos.x + 693, pos.y - 19); } //preparing cells and hexes cellBorder = BitmapHandler::loadBitmap("CCELLGRD.BMP"); CSDL_Ext::alphaTransform(cellBorder); cellShade = BitmapHandler::loadBitmap("CCELLSHD.BMP"); CSDL_Ext::alphaTransform(cellShade); for (int h = 0; h < GameConstants::BFIELD_SIZE; ++h) { auto hex = std::make_shared(); hex->myNumber = h; hex->pos = hexPosition(h); hex->accessible = true; hex->myInterface = this; bfield.push_back(hex); } //locking occupied positions on batlefield for(const CStack * s : stacks) //stacks gained at top of this function if(s->initialPosition >= 0) //turrets have position < 0 bfield[s->getPosition()]->accessible = false; //preparing graphic with cell borders cellBorders = CSDL_Ext::newSurface(background->w, background->h, cellBorder); //copying palette for (int g=0; gformat->palette->ncolors; ++g) //we assume that cellBorders->format->palette->ncolors == 256 { cellBorders->format->palette->colors[g] = cellBorder->format->palette->colors[g]; } //palette copied for (int i=0; iw; ++cellX) { for (int cellY = 0; cellY < cellBorder->h; ++cellY) { if (y+cellY < cellBorders->h && x+cellX < cellBorders->w) * ((Uint8*)cellBorders->pixels + (y+cellY) *cellBorders->pitch + (x+cellX)) |= *((Uint8*)cellBorder->pixels + cellY *cellBorder->pitch + cellX); } } } } backgroundWithHexes = CSDL_Ext::newSurface(background->w, background->h, screen); //preparing obstacle defs auto obst = curInt->cb->battleGetAllObstacles(); for(auto & elem : obst) { if(elem->obstacleType == CObstacleInstance::USUAL) { std::string animationName = elem->getInfo().animation; auto cached = animationsCache.find(animationName); if(cached == animationsCache.end()) { auto animation = std::make_shared(animationName); animationsCache[animationName] = animation; obstacleAnimations[elem->uniqueID] = animation; animation->preload(); } else { obstacleAnimations[elem->uniqueID] = cached->second; } } else if (elem->obstacleType == CObstacleInstance::ABSOLUTE_OBSTACLE) { std::string animationName = elem->getInfo().animation; auto cached = animationsCache.find(animationName); if(cached == animationsCache.end()) { auto animation = std::make_shared(); animation->setCustom(animationName, 0, 0); animationsCache[animationName] = animation; obstacleAnimations[elem->uniqueID] = animation; animation->preload(); } else { obstacleAnimations[elem->uniqueID] = cached->second; } } } for(auto hex : bfield) addChild(hex.get()); if(tacticsMode) bTacticNextStack(); CCS->musich->stopMusic(); battleIntroSoundChannel = CCS->soundh->playSoundFromSet(CCS->soundh->battleIntroSounds); auto onIntroPlayed = [&]() { if(LOCPLINT->battleInt) { CCS->musich->playMusicFromSet("battle", true, true); battleActionsStarted = true; blockUI(settings["session"]["spectate"].Bool()); battleIntroSoundChannel = -1; } }; CCS->soundh->setCallback(battleIntroSoundChannel, onIntroPlayed); currentAction = PossiblePlayerBattleAction::INVALID; selectedAction = PossiblePlayerBattleAction::INVALID; addUsedEvents(RCLICK | MOVE | KEYBOARD); queue->update(); blockUI(true); } CBattleInterface::~CBattleInterface() { CPlayerInterface::battleInt = nullptr; givenCommand.cond.notify_all(); //that two lines should make any activeStack waiting thread to finish if (active) //dirty fix for #485 { deactivate(); } SDL_FreeSurface(background); SDL_FreeSurface(menu); SDL_FreeSurface(amountNormal); SDL_FreeSurface(amountNegative); SDL_FreeSurface(amountPositive); SDL_FreeSurface(amountEffNeutral); SDL_FreeSurface(cellBorders); SDL_FreeSurface(backgroundWithHexes); SDL_FreeSurface(cellBorder); SDL_FreeSurface(cellShade); delete siegeH; //TODO: play AI tracks if battle was during AI turn //if (!curInt->makingTurn) //CCS->musich->playMusicFromSet(CCS->musich->aiMusics, -1); if (adventureInt && adventureInt->selection) { const auto & terrain = *(LOCPLINT->cb->getTile(adventureInt->selection->visitablePos())->terType); CCS->musich->playMusicFromSet("terrain", terrain.name, true, false); } animsAreDisplayed.setn(false); } void CBattleInterface::setPrintCellBorders(bool set) { Settings cellBorders = settings.write["battle"]["cellBorders"]; cellBorders->Bool() = set; redrawBackgroundWithHexes(activeStack); GH.totalRedraw(); } void CBattleInterface::setPrintStackRange(bool set) { Settings stackRange = settings.write["battle"]["stackRange"]; stackRange->Bool() = set; redrawBackgroundWithHexes(activeStack); GH.totalRedraw(); } void CBattleInterface::setPrintMouseShadow(bool set) { Settings shadow = settings.write["battle"]["mouseShadow"]; shadow->Bool() = set; } void CBattleInterface::activate() { if (curInt->isAutoFightOn) { bAutofight->activate(); return; } CIntObject::activate(); bOptions->activate(); bSurrender->activate(); bFlee->activate(); bAutofight->activate(); bSpell->activate(); bWait->activate(); bDefence->activate(); if (attackingHero) attackingHero->activate(); if (defendingHero) defendingHero->activate(); for (auto hex : bfield) hex->activate(); if (settings["battle"]["showQueue"].Bool()) queue->activate(); if (tacticsMode) { btactNext->activate(); btactEnd->activate(); } else { bConsoleUp->activate(); bConsoleDown->activate(); } LOCPLINT->cingconsole->activate(); } void CBattleInterface::deactivate() { CIntObject::deactivate(); bOptions->deactivate(); bSurrender->deactivate(); bFlee->deactivate(); bAutofight->deactivate(); bSpell->deactivate(); bWait->deactivate(); bDefence->deactivate(); for (auto hex : bfield) hex->deactivate(); if (attackingHero) attackingHero->deactivate(); if (defendingHero) defendingHero->deactivate(); if (settings["battle"]["showQueue"].Bool()) queue->deactivate(); if (tacticsMode) { btactNext->deactivate(); btactEnd->deactivate(); } else { bConsoleUp->deactivate(); bConsoleDown->deactivate(); } LOCPLINT->cingconsole->deactivate(); } void CBattleInterface::keyPressed(const SDL_KeyboardEvent & key) { if(key.keysym.sym == SDLK_q && key.state == SDL_PRESSED) { if(settings["battle"]["showQueue"].Bool()) //hide queue hideQueue(); else showQueue(); } else if(key.keysym.sym == SDLK_f && key.state == SDL_PRESSED) { enterCreatureCastingMode(); } else if(key.keysym.sym == SDLK_ESCAPE) { if(!battleActionsStarted) CCS->soundh->stopSound(battleIntroSoundChannel); else endCastingSpell(); } } void CBattleInterface::mouseMoved(const SDL_MouseMotionEvent &sEvent) { auto hexItr = std::find_if(bfield.begin(), bfield.end(), [](std::shared_ptr hex) { return hex->hovered && hex->strictHovered; }); handleHex(hexItr == bfield.end() ? -1 : (*hexItr)->myNumber, MOVE); } void CBattleInterface::setBattleCursor(const int myNumber) { const CClickableHex & hoveredHex = *bfield[myNumber]; CCursorHandler *cursor = CCS->curh; const double subdividingAngle = 2.0*M_PI/6.0; // Divide a hex into six sectors. const double hexMidX = hoveredHex.pos.x + hoveredHex.pos.w/2.0; const double hexMidY = hoveredHex.pos.y + hoveredHex.pos.h/2.0; const double cursorHexAngle = M_PI - atan2(hexMidY - cursor->ypos, cursor->xpos - hexMidX) + subdividingAngle/2; //TODO: refactor this nightmare const double sector = fmod(cursorHexAngle/subdividingAngle, 6.0); const int zigzagCorrection = !((myNumber/GameConstants::BFIELD_WIDTH)%2); // Off-by-one correction needed to deal with the odd battlefield rows. std::vector sectorCursor; // From left to bottom left. sectorCursor.push_back(8); sectorCursor.push_back(9); sectorCursor.push_back(10); sectorCursor.push_back(11); sectorCursor.push_back(12); sectorCursor.push_back(7); const bool doubleWide = activeStack->doubleWide(); bool aboveAttackable = true, belowAttackable = true; // Exclude directions which cannot be attacked from. // Check to the left. if (myNumber%GameConstants::BFIELD_WIDTH <= 1 || !vstd::contains(occupyableHexes, myNumber - 1)) { sectorCursor[0] = -1; } // Check top left, top right as well as above for 2-hex creatures. if (myNumber/GameConstants::BFIELD_WIDTH == 0) { sectorCursor[1] = -1; sectorCursor[2] = -1; aboveAttackable = false; } else { if (doubleWide) { bool attackRow[4] = {true, true, true, true}; if (myNumber%GameConstants::BFIELD_WIDTH <= 1 || !vstd::contains(occupyableHexes, myNumber - GameConstants::BFIELD_WIDTH - 2 + zigzagCorrection)) attackRow[0] = false; if (!vstd::contains(occupyableHexes, myNumber - GameConstants::BFIELD_WIDTH - 1 + zigzagCorrection)) attackRow[1] = false; if (!vstd::contains(occupyableHexes, myNumber - GameConstants::BFIELD_WIDTH + zigzagCorrection)) attackRow[2] = false; if (myNumber%GameConstants::BFIELD_WIDTH >= GameConstants::BFIELD_WIDTH - 2 || !vstd::contains(occupyableHexes, myNumber - GameConstants::BFIELD_WIDTH + 1 + zigzagCorrection)) attackRow[3] = false; if (!(attackRow[0] && attackRow[1])) sectorCursor[1] = -1; if (!(attackRow[1] && attackRow[2])) aboveAttackable = false; if (!(attackRow[2] && attackRow[3])) sectorCursor[2] = -1; } else { if (!vstd::contains(occupyableHexes, myNumber - GameConstants::BFIELD_WIDTH - 1 + zigzagCorrection)) sectorCursor[1] = -1; if (!vstd::contains(occupyableHexes, myNumber - GameConstants::BFIELD_WIDTH + zigzagCorrection)) sectorCursor[2] = -1; } } // Check to the right. if (myNumber%GameConstants::BFIELD_WIDTH >= GameConstants::BFIELD_WIDTH - 2 || !vstd::contains(occupyableHexes, myNumber + 1)) { sectorCursor[3] = -1; } // Check bottom right, bottom left as well as below for 2-hex creatures. if (myNumber/GameConstants::BFIELD_WIDTH == GameConstants::BFIELD_HEIGHT - 1) { sectorCursor[4] = -1; sectorCursor[5] = -1; belowAttackable = false; } else { if (doubleWide) { bool attackRow[4] = {true, true, true, true}; if (myNumber%GameConstants::BFIELD_WIDTH <= 1 || !vstd::contains(occupyableHexes, myNumber + GameConstants::BFIELD_WIDTH - 2 + zigzagCorrection)) attackRow[0] = false; if (!vstd::contains(occupyableHexes, myNumber + GameConstants::BFIELD_WIDTH - 1 + zigzagCorrection)) attackRow[1] = false; if (!vstd::contains(occupyableHexes, myNumber + GameConstants::BFIELD_WIDTH + zigzagCorrection)) attackRow[2] = false; if (myNumber%GameConstants::BFIELD_WIDTH >= GameConstants::BFIELD_WIDTH - 2 || !vstd::contains(occupyableHexes, myNumber + GameConstants::BFIELD_WIDTH + 1 + zigzagCorrection)) attackRow[3] = false; if (!(attackRow[0] && attackRow[1])) sectorCursor[5] = -1; if (!(attackRow[1] && attackRow[2])) belowAttackable = false; if (!(attackRow[2] && attackRow[3])) sectorCursor[4] = -1; } else { if (!vstd::contains(occupyableHexes, myNumber + GameConstants::BFIELD_WIDTH + zigzagCorrection)) sectorCursor[4] = -1; if (!vstd::contains(occupyableHexes, myNumber + GameConstants::BFIELD_WIDTH - 1 + zigzagCorrection)) sectorCursor[5] = -1; } } // Determine index from sector. int cursorIndex; if (doubleWide) { sectorCursor.insert(sectorCursor.begin() + 5, belowAttackable ? 13 : -1); sectorCursor.insert(sectorCursor.begin() + 2, aboveAttackable ? 14 : -1); if (sector < 1.5) cursorIndex = static_cast(sector); else if (sector >= 1.5 && sector < 2.5) cursorIndex = 2; else if (sector >= 2.5 && sector < 4.5) cursorIndex = (int) sector + 1; else if (sector >= 4.5 && sector < 5.5) cursorIndex = 6; else cursorIndex = (int) sector + 2; } else { cursorIndex = static_cast(sector); } // Generally should NEVER happen, but to avoid the possibility of having endless loop below... [#1016] if (!vstd::contains_if (sectorCursor, [](int sc) { return sc != -1; })) { logGlobal->error("Error: for hex %d cannot find a hex to attack from!", myNumber); attackingHex = -1; return; } // Find the closest direction attackable, starting with the right one. // FIXME: Is this really how the original H3 client does it? int i = 0; while (sectorCursor[(cursorIndex + i)%sectorCursor.size()] == -1) //Why hast thou forsaken me? i = i <= 0 ? 1 - i : -i; // 0, 1, -1, 2, -2, 3, -3 etc.. int index = (cursorIndex + i)%sectorCursor.size(); //hopefully we get elements from sectorCursor cursor->changeGraphic(ECursor::COMBAT, sectorCursor[index]); switch (index) { case 0: attackingHex = myNumber - 1; //left break; case 1: attackingHex = myNumber - GameConstants::BFIELD_WIDTH - 1 + zigzagCorrection; //top left break; case 2: attackingHex = myNumber - GameConstants::BFIELD_WIDTH + zigzagCorrection; //top right break; case 3: attackingHex = myNumber + 1; //right break; case 4: attackingHex = myNumber + GameConstants::BFIELD_WIDTH + zigzagCorrection; //bottom right break; case 5: attackingHex = myNumber + GameConstants::BFIELD_WIDTH - 1 + zigzagCorrection; //bottom left break; } BattleHex hex(attackingHex); if (!hex.isValid()) attackingHex = -1; } void CBattleInterface::clickRight(tribool down, bool previousState) { if (!down) { endCastingSpell(); } } void CBattleInterface::bOptionsf() { if (spellDestSelectMode) //we are casting a spell return; CCS->curh->changeGraphic(ECursor::ADVENTURE,0); Rect tempRect = genRect(431, 481, 160, 84); tempRect += pos.topLeft(); GH.pushIntT(tempRect, this); } void CBattleInterface::bSurrenderf() { if(spellDestSelectMode) //we are casting a spell return; int cost = curInt->cb->battleGetSurrenderCost(); if(cost >= 0) { std::string enemyHeroName = curInt->cb->battleGetEnemyHero().name; if(enemyHeroName.empty()) { logGlobal->warn("Surrender performed without enemy hero, should not happen!"); enemyHeroName = "#ENEMY#"; } std::string surrenderMessage = boost::str(boost::format(CGI->generaltexth->allTexts[32]) % enemyHeroName % cost); //%s states: "I will accept your surrender and grant you and your troops safe passage for the price of %d gold." curInt->showYesNoDialog(surrenderMessage, [this](){ reallySurrender(); }, nullptr); } } void CBattleInterface::bFleef() { if (spellDestSelectMode) //we are casting a spell return; if ( curInt->cb->battleCanFlee() ) { CFunctionList ony = std::bind(&CBattleInterface::reallyFlee,this); curInt->showYesNoDialog(CGI->generaltexth->allTexts[28], ony, nullptr); //Are you sure you want to retreat? } else { std::vector> comps; std::string heroName; //calculating fleeing hero's name if (attackingHeroInstance) if (attackingHeroInstance->tempOwner == curInt->cb->getMyColor()) heroName = attackingHeroInstance->name; if (defendingHeroInstance) if (defendingHeroInstance->tempOwner == curInt->cb->getMyColor()) heroName = defendingHeroInstance->name; //calculating text auto txt = boost::format(CGI->generaltexth->allTexts[340]) % heroName; //The Shackles of War are present. %s can not retreat! //printing message curInt->showInfoDialog(boost::to_string(txt), comps); } } void CBattleInterface::reallyFlee() { giveCommand(EActionType::RETREAT); CCS->curh->changeGraphic(ECursor::ADVENTURE, 0); } void CBattleInterface::reallySurrender() { if (curInt->cb->getResourceAmount(Res::GOLD) < curInt->cb->battleGetSurrenderCost()) { curInt->showInfoDialog(CGI->generaltexth->allTexts[29]); //You don't have enough gold! } else { giveCommand(EActionType::SURRENDER); CCS->curh->changeGraphic(ECursor::ADVENTURE, 0); } } void CBattleInterface::bAutofightf() { if(spellDestSelectMode) //we are casting a spell return; //Stop auto-fight mode if(curInt->isAutoFightOn) { assert(curInt->autofightingAI); curInt->isAutoFightOn = false; logGlobal->trace("Stopping the autofight..."); } else if(!curInt->autofightingAI) { curInt->isAutoFightOn = true; blockUI(true); auto ai = CDynLibHandler::getNewBattleAI(settings["server"]["friendlyAI"].String()); ai->init(curInt->env, curInt->cb); ai->battleStart(army1, army2, int3(0,0,0), attackingHeroInstance, defendingHeroInstance, curInt->cb->battleGetMySide()); curInt->autofightingAI = ai; curInt->cb->registerBattleInterface(ai); requestAutofightingAIToTakeAction(); } } void CBattleInterface::bSpellf() { if (spellDestSelectMode) //we are casting a spell return; if (!myTurn) return; auto myHero = currentHero(); if(!myHero) return; CCS->curh->changeGraphic(ECursor::ADVENTURE,0); ESpellCastProblem::ESpellCastProblem spellCastProblem = curInt->cb->battleCanCastSpell(myHero, spells::Mode::HERO); if(spellCastProblem == ESpellCastProblem::OK) { GH.pushIntT(myHero, curInt.get()); } else if (spellCastProblem == ESpellCastProblem::MAGIC_IS_BLOCKED) { //TODO: move to spell mechanics, add more information to spell cast problem //Handle Orb of Inhibition-like effects -> we want to display dialog with info, why casting is impossible auto blockingBonus = currentHero()->getBonusLocalFirst(Selector::type()(Bonus::BLOCK_ALL_MAGIC)); if (!blockingBonus) return; if (blockingBonus->source == Bonus::ARTIFACT) { const auto artID = ArtifactID(blockingBonus->sid); //If we have artifact, put name of our hero. Otherwise assume it's the enemy. //TODO check who *really* is source of bonus std::string heroName = myHero->hasArt(artID) ? myHero->name : enemyHero().name; //%s wields the %s, an ancient artifact which creates a p dead to all magic. LOCPLINT->showInfoDialog(boost::str(boost::format(CGI->generaltexth->allTexts[683]) % heroName % CGI->artifacts()->getByIndex(artID)->getName())); } } } void CBattleInterface::bWaitf() { if (spellDestSelectMode) //we are casting a spell return; if (activeStack != nullptr) giveCommand(EActionType::WAIT); } void CBattleInterface::bDefencef() { if (spellDestSelectMode) //we are casting a spell return; if (activeStack != nullptr) giveCommand(EActionType::DEFEND); } void CBattleInterface::bConsoleUpf() { if (spellDestSelectMode) //we are casting a spell return; console->scrollUp(); } void CBattleInterface::bConsoleDownf() { if (spellDestSelectMode) //we are casting a spell return; console->scrollDown(); } void CBattleInterface::unitAdded(const CStack * stack) { creDir[stack->ID] = stack->side == BattleSide::ATTACKER; // must be set before getting stack position Point coords = CClickableHex::getXYUnitAnim(stack->getPosition(), stack, this); if(stack->initialPosition < 0) //turret { const CCreature *turretCreature = CGI->creh->objects[siegeH->town->town->clientInfo.siegeShooter]; creAnims[stack->ID] = AnimationControls::getAnimation(turretCreature); // Turret positions are read out of the config/wall_pos.txt int posID = 0; switch (stack->initialPosition) { case -2: // keep creature posID = 18; break; case -3: // bottom creature posID = 19; break; case -4: // upper creature posID = 20; break; } if (posID != 0) { coords.x = siegeH->town->town->clientInfo.siegePositions[posID].x + this->pos.x; coords.y = siegeH->town->town->clientInfo.siegePositions[posID].y + this->pos.y; } creAnims[stack->ID]->pos.h = 225; } else { creAnims[stack->ID] = AnimationControls::getAnimation(stack->getCreature()); creAnims[stack->ID]->onAnimationReset += std::bind(&onAnimationFinished, stack, creAnims[stack->ID]); creAnims[stack->ID]->pos.h = creAnims[stack->ID]->getHeight(); } creAnims[stack->ID]->pos.x = coords.x; creAnims[stack->ID]->pos.y = coords.y; creAnims[stack->ID]->pos.w = creAnims[stack->ID]->getWidth(); creAnims[stack->ID]->setType(CCreatureAnim::HOLDING); //loading projectiles for units if(stack->isShooter()) { initStackProjectile(stack); } } void CBattleInterface::initStackProjectile(const CStack * stack) { const CCreature * creature;//creature whose shots should be loaded if(stack->getCreature()->idNumber == CreatureID::ARROW_TOWERS) creature = CGI->creh->objects[siegeH->town->town->clientInfo.siegeShooter]; else creature = stack->getCreature(); if (creature->animation.projectileRay.empty()) { std::shared_ptr projectile = std::make_shared(creature->animation.projectileImageName); projectile->preload(); if(projectile->size(1) != 0) logAnim->error("Expected empty group 1 in stack projectile"); else projectile->createFlippedGroup(0, 1); idToProjectile[stack->getCreature()->idNumber] = projectile; } else { idToRay[stack->getCreature()->idNumber] = creature->animation.projectileRay; } } void CBattleInterface::stackRemoved(uint32_t stackID) { if (activeStack != nullptr) { if (activeStack->ID == stackID) { BattleAction *action = new BattleAction(); action->side = defendingHeroInstance ? (curInt->playerID == defendingHeroInstance->tempOwner) : false; action->actionType = EActionType::CANCEL; action->stackNumber = activeStack->ID; givenCommand.setn(action); setActiveStack(nullptr); } } //todo: ensure that ghost stack animation has fadeout effect redrawBackgroundWithHexes(activeStack); queue->update(); } void CBattleInterface::stackActivated(const CStack *stack) //TODO: check it all before game state is changed due to abilities { stackToActivate = stack; waitForAnims(); if (stackToActivate) //during waiting stack may have gotten activated through show activateStack(); } void CBattleInterface::stackMoved(const CStack *stack, std::vector destHex, int distance) { addNewAnim(new CMovementAnimation(this, stack, destHex, distance)); waitForAnims(); } void CBattleInterface::stacksAreAttacked(std::vector attackedInfos) { for(auto & attackedInfo : attackedInfos) { //if (!attackedInfo.cloneKilled) //FIXME: play dead animation for cloned creature before it vanishes addNewAnim(new CDefenceAnimation(attackedInfo, this)); if(attackedInfo.rebirth) { displayEffect(50, attackedInfo.defender->getPosition()); //TODO: play reverse death animation CCS->soundh->playSound(soundBase::RESURECT); } } waitForAnims(); std::array killedBySide = {0, 0}; int targets = 0; for(const StackAttackedInfo & attackedInfo : attackedInfos) { ++targets; ui8 side = attackedInfo.defender->side; killedBySide.at(side) += attackedInfo.amountKilled; } for(ui8 side = 0; side < 2; side++) { if(killedBySide.at(side) > killedBySide.at(1-side)) setHeroAnimation(side, 2); else if(killedBySide.at(side) < killedBySide.at(1-side)) setHeroAnimation(side, 3); } for (auto & attackedInfo : attackedInfos) { if (attackedInfo.rebirth) creAnims[attackedInfo.defender->ID]->setType(CCreatureAnim::HOLDING); if (attackedInfo.cloneKilled) stackRemoved(attackedInfo.defender->ID); } } void CBattleInterface::stackAttacking( const CStack *attacker, BattleHex dest, const CStack *attacked, bool shooting ) { if (shooting) { addNewAnim(new CShootingAnimation(this, attacker, dest, attacked)); } else { addNewAnim(new CMeleeAttackAnimation(this, attacker, dest, attacked)); } //waitForAnims(); } void CBattleInterface::newRoundFirst( int round ) { waitForAnims(); } void CBattleInterface::newRound(int number) { console->addText(CGI->generaltexth->allTexts[412]); } void CBattleInterface::giveCommand(EActionType action, BattleHex tile, si32 additional) { const CStack * actor = nullptr; if(action != EActionType::HERO_SPELL && action != EActionType::RETREAT && action != EActionType::SURRENDER) { actor = activeStack; } auto side = curInt->cb->playerToSide(curInt->playerID); if(!side) { logGlobal->error("Player %s is not in battle", curInt->playerID.getStr()); return; } auto ba = new BattleAction(); //is deleted in CPlayerInterface::activeStack() ba->side = side.get(); ba->actionType = action; ba->aimToHex(tile); ba->actionSubtype = additional; sendCommand(ba, actor); } void CBattleInterface::sendCommand(BattleAction *& command, const CStack * actor) { command->stackNumber = actor ? actor->unitId() : ((command->side == BattleSide::ATTACKER) ? -1 : -2); if(!tacticsMode) { logGlobal->trace("Setting command for %s", (actor ? actor->nodeName() : "hero")); myTurn = false; setActiveStack(nullptr); givenCommand.setn(command); } else { curInt->cb->battleMakeTacticAction(command); vstd::clear_pointer(command); setActiveStack(nullptr); //next stack will be activated when action ends } } bool CBattleInterface::isTileAttackable(const BattleHex & number) const { for (auto & elem : occupyableHexes) { if (BattleHex::mutualPosition(elem, number) != -1 || elem == number) return true; } return false; } bool CBattleInterface::isCatapultAttackable(BattleHex hex) const { if (!siegeH || tacticsMode) return false; auto wallPart = curInt->cb->battleHexToWallPart(hex); if (!curInt->cb->isWallPartPotentiallyAttackable(wallPart)) return false; auto state = curInt->cb->battleGetWallState(static_cast(wallPart)); return state != EWallState::DESTROYED && state != EWallState::NONE; } const CGHeroInstance * CBattleInterface::getActiveHero() { const CStack *attacker = activeStack; if(!attacker) { return nullptr; } if(attacker->side == BattleSide::ATTACKER) { return attackingHeroInstance; } return defendingHeroInstance; } void CBattleInterface::hexLclicked(int whichOne) { handleHex(whichOne, LCLICK); } void CBattleInterface::stackIsCatapulting(const CatapultAttack & ca) { if (ca.attacker != -1) { const CStack *stack = curInt->cb->battleGetStackByID(ca.attacker); for (auto attackInfo : ca.attackedParts) { addNewAnim(new CShootingAnimation(this, stack, attackInfo.destinationTile, nullptr, true, attackInfo.damageDealt)); } } else { //no attacker stack, assume spell-related (earthquake) - only hit animation for (auto attackInfo : ca.attackedParts) { Point destPos = CClickableHex::getXYUnitAnim(attackInfo.destinationTile, nullptr, this) + Point(99, 120); addNewAnim(new CEffectAnimation(this, "SGEXPL.DEF", destPos.x, destPos.y)); } } waitForAnims(); for (auto attackInfo : ca.attackedParts) { int wallId = attackInfo.attackedPart + 2; //gate state changing handled separately if (wallId == SiegeHelper::GATE) continue; SDL_FreeSurface(siegeH->walls[wallId]); siegeH->walls[wallId] = BitmapHandler::loadBitmap( siegeH->getSiegeName(wallId, curInt->cb->battleGetWallState(attackInfo.attackedPart))); } } void CBattleInterface::battleFinished(const BattleResult& br) { bresult = &br; { auto unlockPim = vstd::makeUnlockGuard(*CPlayerInterface::pim); animsAreDisplayed.waitUntil(false); } setActiveStack(nullptr); displayBattleFinished(); } void CBattleInterface::displayBattleFinished() { CCS->curh->changeGraphic(ECursor::ADVENTURE,0); curInt->waitWhileDialog(); if(settings["session"]["spectate"].Bool() && settings["session"]["spectate-skip-battle-result"].Bool()) { close(); return; } GH.pushInt(std::make_shared(*bresult, *(this->curInt))); curInt->waitWhileDialog(); // Avoid freeze when AI end turn after battle. Check bug #1897 CPlayerInterface::battleInt = nullptr; } void CBattleInterface::spellCast(const BattleSpellCast * sc) { const SpellID spellID = sc->spellID; const CSpell * spell = spellID.toSpell(); if(!spell) return; const std::string & castSoundPath = spell->getCastSound(); if (!castSoundPath.empty()) CCS->soundh->playSound(castSoundPath); const auto casterStackID = sc->casterStack; const CStack * casterStack = nullptr; if(casterStackID >= 0) { casterStack = curInt->cb->battleGetStackByID(casterStackID); } Point srccoord = (sc->side ? Point(770, 60) : Point(30, 60)) + pos; //hero position by default { if(casterStack != nullptr) { srccoord = CClickableHex::getXYUnitAnim(casterStack->getPosition(), casterStack, this); srccoord.x += 250; srccoord.y += 240; } } if(casterStack != nullptr && sc->activeCast) { //todo: custom cast animation for hero displaySpellCast(spellID, casterStack->getPosition()); addNewAnim(new CCastAnimation(this, casterStack, sc->tile, curInt->cb->battleGetStackByPos(sc->tile))); } waitForAnims(); //wait for cast animation //playing projectile animation if (sc->tile.isValid()) { Point destcoord = CClickableHex::getXYUnitAnim(sc->tile, curInt->cb->battleGetStackByPos(sc->tile), this); //position attacked by projectile destcoord.x += 250; destcoord.y += 240; //animation angle double angle = atan2(static_cast(destcoord.x - srccoord.x), static_cast(destcoord.y - srccoord.y)); bool Vflip = (angle < 0); if (Vflip) angle = -angle; std::string animToDisplay = spell->animationInfo.selectProjectile(angle); if(!animToDisplay.empty()) { //TODO: calculate inside CEffectAnimation std::shared_ptr tmp = std::make_shared(animToDisplay); tmp->load(0, 0); auto first = tmp->getImage(0, 0); //displaying animation double diffX = (destcoord.x - srccoord.x)*(destcoord.x - srccoord.x); double diffY = (destcoord.y - srccoord.y)*(destcoord.y - srccoord.y); double distance = sqrt(diffX + diffY); int steps = static_cast(distance / AnimationControls::getSpellEffectSpeed() + 1); int dx = (destcoord.x - srccoord.x - first->width())/steps; int dy = (destcoord.y - srccoord.y - first->height())/steps; addNewAnim(new CEffectAnimation(this, animToDisplay, srccoord.x, srccoord.y, dx, dy, Vflip)); } } waitForAnims(); //wait for projectile animation displaySpellHit(spellID, sc->tile); //queuing affect animation for(auto & elem : sc->affectedCres) { auto stack = curInt->cb->battleGetStackByID(elem, false); if(stack) displaySpellEffect(spellID, stack->getPosition()); } //queuing additional animation for(auto & elem : sc->customEffects) { auto stack = curInt->cb->battleGetStackByID(elem.stack, false); if(stack) displayEffect(elem.effect, stack->getPosition()); } waitForAnims(); //mana absorption if (sc->manaGained > 0) { Point leftHero = Point(15, 30) + pos; Point rightHero = Point(755, 30) + pos; addNewAnim(new CEffectAnimation(this, sc->side ? "SP07_A.DEF" : "SP07_B.DEF", leftHero.x, leftHero.y, 0, 0, false)); addNewAnim(new CEffectAnimation(this, sc->side ? "SP07_B.DEF" : "SP07_A.DEF", rightHero.x, rightHero.y, 0, 0, false)); } } void CBattleInterface::battleStacksEffectsSet(const SetStackEffect & sse) { if(activeStack != nullptr) redrawBackgroundWithHexes(activeStack); } void CBattleInterface::setHeroAnimation(ui8 side, int phase) { if(side == BattleSide::ATTACKER) { if(attackingHero) attackingHero->setPhase(phase); } else { if(defendingHero) defendingHero->setPhase(phase); } } void CBattleInterface::castThisSpell(SpellID spellID) { spellToCast = std::make_shared(); spellToCast->actionType = EActionType::HERO_SPELL; spellToCast->actionSubtype = spellID; //spell number spellToCast->stackNumber = (attackingHeroInstance->tempOwner == curInt->playerID) ? -1 : -2; spellToCast->side = defendingHeroInstance ? (curInt->playerID == defendingHeroInstance->tempOwner) : false; spellDestSelectMode = true; creatureCasting = false; //choosing possible targets const CGHeroInstance *castingHero = (attackingHeroInstance->tempOwner == curInt->playerID) ? attackingHeroInstance : defendingHeroInstance; assert(castingHero); // code below assumes non-null hero sp = spellID.toSpell(); PossiblePlayerBattleAction spellSelMode = curInt->cb->getCasterAction(sp, castingHero, spells::Mode::HERO); if (spellSelMode == PossiblePlayerBattleAction::NO_LOCATION) //user does not have to select location { spellToCast->aimToHex(BattleHex::INVALID); curInt->cb->battleMakeAction(spellToCast.get()); endCastingSpell(); } else { possibleActions.clear(); possibleActions.push_back (spellSelMode); //only this one action can be performed at the moment GH.fakeMouseMove();//update cursor } } void CBattleInterface::displayBattleLog(const std::vector & battleLog) { for(const auto & line : battleLog) { std::string formatted = line.toString(); boost::algorithm::trim(formatted); if(!console->addText(formatted)) logGlobal->warn("Too long battle log line"); } } void CBattleInterface::displayCustomEffects(const std::vector & customEffects) { for(const CustomEffectInfo & one : customEffects) { if(one.sound != 0) CCS->soundh->playSound(soundBase::soundID(one.sound)); const CStack * s = curInt->cb->battleGetStackByID(one.stack, false); if(s && one.effect != 0) displayEffect(one.effect, s->getPosition()); } } void CBattleInterface::displayEffect(ui32 effect, BattleHex destTile) { std::string customAnim = graphics->battleACToDef[effect][0]; addNewAnim(new CEffectAnimation(this, customAnim, destTile)); } void CBattleInterface::displaySpellAnimationQueue(const CSpell::TAnimationQueue & q, BattleHex destinationTile) { for(const CSpell::TAnimation & animation : q) { if(animation.pause > 0) addNewAnim(new CDummyAnimation(this, animation.pause)); else addNewAnim(new CEffectAnimation(this, animation.resourceName, destinationTile, false, animation.verticalPosition == VerticalPosition::BOTTOM)); } } void CBattleInterface::displaySpellCast(SpellID spellID, BattleHex destinationTile) { const CSpell * spell = spellID.toSpell(); if(spell) displaySpellAnimationQueue(spell->animationInfo.cast, destinationTile); } void CBattleInterface::displaySpellEffect(SpellID spellID, BattleHex destinationTile) { const CSpell *spell = spellID.toSpell(); if(spell) displaySpellAnimationQueue(spell->animationInfo.affect, destinationTile); } void CBattleInterface::displaySpellHit(SpellID spellID, BattleHex destinationTile) { const CSpell * spell = spellID.toSpell(); if(spell) displaySpellAnimationQueue(spell->animationInfo.hit, destinationTile); } void CBattleInterface::battleTriggerEffect(const BattleTriggerEffect & bte) { const CStack * stack = curInt->cb->battleGetStackByID(bte.stackID); if(!stack) { logGlobal->error("Invalid stack ID %d", bte.stackID); return; } //don't show animation when no HP is regenerated switch(bte.effect) { //TODO: move to bonus type handler case Bonus::HP_REGENERATION: displayEffect(74, stack->getPosition()); CCS->soundh->playSound(soundBase::REGENER); break; case Bonus::MANA_DRAIN: displayEffect(77, stack->getPosition()); CCS->soundh->playSound(soundBase::MANADRAI); break; case Bonus::POISON: displayEffect(67, stack->getPosition()); CCS->soundh->playSound(soundBase::POISON); break; case Bonus::FEAR: displayEffect(15, stack->getPosition()); CCS->soundh->playSound(soundBase::FEAR); break; case Bonus::MORALE: { std::string hlp = CGI->generaltexth->allTexts[33]; boost::algorithm::replace_first(hlp,"%s",(stack->getName())); displayEffect(20,stack->getPosition()); CCS->soundh->playSound(soundBase::GOODMRLE); console->addText(hlp); break; } default: return; } //waitForAnims(); //fixme: freezes game :? } void CBattleInterface::setAnimSpeed(int set) { Settings speed = settings.write["battle"]["animationSpeed"]; speed->Float() = float(set) / 100; } int CBattleInterface::getAnimSpeed() const { if(settings["session"]["spectate"].Bool() && !settings["session"]["spectate-battle-speed"].isNull()) return static_cast(vstd::round(settings["session"]["spectate-battle-speed"].Float() *100)); return static_cast(vstd::round(settings["battle"]["animationSpeed"].Float() *100)); } CPlayerInterface *CBattleInterface::getCurrentPlayerInterface() const { return curInt.get(); } bool CBattleInterface::shouldRotate(const CStack * stack, const BattleHex & oldPos, const BattleHex & nextHex) { Point begPosition = CClickableHex::getXYUnitAnim(oldPos,stack, this); Point endPosition = CClickableHex::getXYUnitAnim(nextHex, stack, this); if((begPosition.x > endPosition.x) && creDir[stack->ID]) return true; else if((begPosition.x < endPosition.x) && !creDir[stack->ID]) return true; return false; } void CBattleInterface::setActiveStack(const CStack *stack) { if (activeStack) // update UI creAnims[activeStack->ID]->setBorderColor(AnimationControls::getNoBorder()); activeStack = stack; if (activeStack) // update UI creAnims[activeStack->ID]->setBorderColor(AnimationControls::getGoldBorder()); blockUI(activeStack == nullptr); } void CBattleInterface::setHoveredStack(const CStack *stack) { if (mouseHoveredStack) creAnims[mouseHoveredStack->ID]->setBorderColor(AnimationControls::getNoBorder()); // stack must be alive and not active (which uses gold border instead) if (stack && stack->alive() && stack != activeStack) { mouseHoveredStack = stack; if (mouseHoveredStack) { creAnims[mouseHoveredStack->ID]->setBorderColor(AnimationControls::getBlueBorder()); if (creAnims[mouseHoveredStack->ID]->framesInGroup(CCreatureAnim::MOUSEON) > 0) creAnims[mouseHoveredStack->ID]->playOnce(CCreatureAnim::MOUSEON); } } else mouseHoveredStack = nullptr; } void CBattleInterface::activateStack() { if(!battleActionsStarted) return; //"show" function should re-call this function myTurn = true; if (!!attackerInt && defenderInt) //hotseat -> need to pick which interface "takes over" as active curInt = attackerInt->playerID == stackToActivate->owner ? attackerInt : defenderInt; setActiveStack(stackToActivate); stackToActivate = nullptr; const CStack * s = activeStack; if(!s) return; queue->update(); redrawBackgroundWithHexes(activeStack); //set casting flag to true if creature can use it to not check it every time const auto spellcaster = s->getBonusLocalFirst(Selector::type()(Bonus::SPELLCASTER)), randomSpellcaster = s->getBonusLocalFirst(Selector::type()(Bonus::RANDOM_SPELLCASTER)); if(s->canCast() && (spellcaster || randomSpellcaster)) { stackCanCastSpell = true; if(randomSpellcaster) creatureSpellToCast = -1; //spell will be set later on cast else creatureSpellToCast = curInt->cb->battleGetRandomStackSpell(CRandomGenerator::getDefault(), s, CBattleInfoCallback::RANDOM_AIMED); //faerie dragon can cast only one spell until their next move //TODO: what if creature can cast BOTH random genie spell and aimed spell? //TODO: faerie dragon type spell should be selected by server } else { stackCanCastSpell = false; creatureSpellToCast = -1; } possibleActions = getPossibleActionsForStack(s); GH.fakeMouseMove(); } void CBattleInterface::endCastingSpell() { if(spellDestSelectMode) { spellToCast.reset(); sp = nullptr; spellDestSelectMode = false; CCS->curh->changeGraphic(ECursor::COMBAT, ECursor::COMBAT_POINTER); if(activeStack) { possibleActions = getPossibleActionsForStack(activeStack); //restore actions after they were cleared myTurn = true; } } else { if(activeStack) { possibleActions = getPossibleActionsForStack(activeStack); GH.fakeMouseMove(); } } } void CBattleInterface::enterCreatureCastingMode() { //silently check for possible errors if (!myTurn) return; if (tacticsMode) return; //hero is casting a spell if (spellDestSelectMode) return; if (!activeStack) return; if (!stackCanCastSpell) return; //random spellcaster if (creatureSpellToCast == -1) return; if (vstd::contains(possibleActions, PossiblePlayerBattleAction::NO_LOCATION)) { const spells::Caster * caster = activeStack; const CSpell * spell = SpellID(creatureSpellToCast).toSpell(); spells::Target target; target.emplace_back(); spells::BattleCast cast(curInt->cb.get(), caster, spells::Mode::CREATURE_ACTIVE, spell); auto m = spell->battleMechanics(&cast); spells::detail::ProblemImpl ignored; const bool isCastingPossible = m->canBeCastAt(target, ignored); if (isCastingPossible) { myTurn = false; giveCommand(EActionType::MONSTER_SPELL, BattleHex::INVALID, creatureSpellToCast); selectedStack = nullptr; CCS->curh->changeGraphic(ECursor::COMBAT, ECursor::COMBAT_POINTER); } } else { possibleActions = getPossibleActionsForStack(activeStack); auto actionFilterPredicate = [](const PossiblePlayerBattleAction x) { return (x != PossiblePlayerBattleAction::ANY_LOCATION) && (x != PossiblePlayerBattleAction::NO_LOCATION) && (x != PossiblePlayerBattleAction::FREE_LOCATION) && (x != PossiblePlayerBattleAction::AIMED_SPELL_CREATURE) && (x != PossiblePlayerBattleAction::OBSTACLE); }; vstd::erase_if(possibleActions, actionFilterPredicate); GH.fakeMouseMove(); } } std::vector CBattleInterface::getPossibleActionsForStack(const CStack *stack) { BattleClientInterfaceData data; //hard to get rid of these things so for now they're required data to pass data.creatureSpellToCast = creatureSpellToCast; data.tacticsMode = tacticsMode; auto allActions = curInt->cb->getClientActionsForStack(stack, data); return std::vector(allActions); } void CBattleInterface::reorderPossibleActionsPriority(const CStack * stack, MouseHoveredHexContext context) { if(tacticsMode || possibleActions.empty()) return; //this function is not supposed to be called in tactics mode or before getPossibleActionsForStack auto assignPriority = [&](PossiblePlayerBattleAction const & item) -> uint8_t //large lambda assigning priority which would have to be part of possibleActions without it { switch(item) { case PossiblePlayerBattleAction::AIMED_SPELL_CREATURE: case PossiblePlayerBattleAction::ANY_LOCATION: case PossiblePlayerBattleAction::NO_LOCATION: case PossiblePlayerBattleAction::FREE_LOCATION: case PossiblePlayerBattleAction::OBSTACLE: if(!stack->hasBonusOfType(Bonus::NO_SPELLCAST_BY_DEFAULT) && context == MouseHoveredHexContext::OCCUPIED_HEX) return 1; else return 100;//bottom priority break; case PossiblePlayerBattleAction::RANDOM_GENIE_SPELL: return 2; break; case PossiblePlayerBattleAction::RISE_DEMONS: return 3; break; case PossiblePlayerBattleAction::SHOOT: return 4; break; case PossiblePlayerBattleAction::ATTACK_AND_RETURN: return 5; break; case PossiblePlayerBattleAction::ATTACK: return 6; break; case PossiblePlayerBattleAction::WALK_AND_ATTACK: return 7; break; case PossiblePlayerBattleAction::MOVE_STACK: return 8; break; case PossiblePlayerBattleAction::CATAPULT: return 9; break; case PossiblePlayerBattleAction::HEAL: return 10; break; default: return 200; break; } }; auto comparer = [&](PossiblePlayerBattleAction const & lhs, PossiblePlayerBattleAction const & rhs) { return assignPriority(lhs) > assignPriority(rhs); }; std::make_heap(possibleActions.begin(), possibleActions.end(), comparer); } void CBattleInterface::endAction(const BattleAction* action) { const CStack *stack = curInt->cb->battleGetStackByID(action->stackNumber); if(action->actionType == EActionType::HERO_SPELL) setHeroAnimation(action->side, 0); //check if we should reverse stacks //for some strange reason, it's not enough TStacks stacks = curInt->cb->battleGetStacks(CBattleCallback::MINE_AND_ENEMY); for (const CStack *s : stacks) { if (s && creDir[s->ID] != (s->side == BattleSide::ATTACKER) && s->alive() && creAnims[s->ID]->isIdle()) { addNewAnim(new CReverseAnimation(this, s, s->getPosition(), false)); } } queue->update(); if (tacticsMode) //stack ended movement in tactics phase -> select the next one bTacticNextStack(stack); if(action->actionType == EActionType::HERO_SPELL) //we have activated next stack after sending request that has been just realized -> blockmap due to movement has changed redrawBackgroundWithHexes(activeStack); if (activeStack && !animsAreDisplayed.get() && pendingAnims.empty() && !active) { logGlobal->warn("Something wrong... interface was deactivated but there is no animation. Reactivating..."); blockUI(false); } else { // block UI if no active stack (e.g. enemy turn); blockUI(activeStack == nullptr); } } void CBattleInterface::hideQueue() { Settings showQueue = settings.write["battle"]["showQueue"]; showQueue->Bool() = false; queue->deactivate(); if (!queue->embedded) { moveBy(Point(0, -queue->pos.h / 2)); GH.totalRedraw(); } } void CBattleInterface::showQueue() { Settings showQueue = settings.write["battle"]["showQueue"]; showQueue->Bool() = true; queue->activate(); if (!queue->embedded) { moveBy(Point(0, +queue->pos.h / 2)); GH.totalRedraw(); } } void CBattleInterface::blockUI(bool on) { bool canCastSpells = false; auto hero = curInt->cb->battleGetMyHero(); if(hero) { ESpellCastProblem::ESpellCastProblem spellcastingProblem = curInt->cb->battleCanCastSpell(hero, spells::Mode::HERO); //if magic is blocked, we leave button active, so the message can be displayed after button click canCastSpells = spellcastingProblem == ESpellCastProblem::OK || spellcastingProblem == ESpellCastProblem::MAGIC_IS_BLOCKED; } bool canWait = activeStack ? !activeStack->waitedThisTurn : false; bOptions->block(on); bFlee->block(on || !curInt->cb->battleCanFlee()); bSurrender->block(on || curInt->cb->battleGetSurrenderCost() < 0); // block only if during enemy turn and auto-fight is off // otherwise - crash on accessing non-exisiting active stack bAutofight->block(!curInt->isAutoFightOn && !activeStack); if (tacticsMode && btactEnd && btactNext) { btactNext->block(on); btactEnd->block(on); } else { bConsoleUp->block(on); bConsoleDown->block(on); } bSpell->block(on || tacticsMode || !canCastSpells); bWait->block(on || tacticsMode || !canWait); bDefence->block(on || tacticsMode); } void CBattleInterface::startAction(const BattleAction* action) { //setActiveStack(nullptr); setHoveredStack(nullptr); blockUI(true); if(action->actionType == EActionType::END_TACTIC_PHASE) { SDL_FreeSurface(menu); menu = BitmapHandler::loadBitmap("CBAR.bmp"); graphics->blueToPlayersAdv(menu, curInt->playerID); return; } const CStack *stack = curInt->cb->battleGetStackByID(action->stackNumber); if (stack) { queue->update(); } else { assert(action->actionType == EActionType::HERO_SPELL); //only cast spell is valid action without acting stack number } auto actionTarget = action->getTarget(curInt->cb.get()); if(action->actionType == EActionType::WALK || (action->actionType == EActionType::WALK_AND_ATTACK && actionTarget.at(0).hexValue != stack->getPosition())) { assert(stack); moveStarted = true; if (creAnims[action->stackNumber]->framesInGroup(CCreatureAnim::MOVE_START)) { pendingAnims.push_back(std::make_pair(new CMovementStartAnimation(this, stack), false)); } if(shouldRotate(stack, stack->getPosition(), actionTarget.at(0).hexValue)) pendingAnims.push_back(std::make_pair(new CReverseAnimation(this, stack, stack->getPosition(), true), false)); } redraw(); // redraw after deactivation, including proper handling of hovered hexes if(action->actionType == EActionType::HERO_SPELL) //when hero casts spell { setHeroAnimation(action->side, 4); return; } if (!stack) { logGlobal->error("Something wrong with stackNumber in actionStarted. Stack number: %d", action->stackNumber); return; } int txtid = 0; switch(action->actionType) { case EActionType::WAIT: txtid = 136; break; case EActionType::BAD_MORALE: txtid = -34; //negative -> no separate singular/plural form displayEffect(30, stack->getPosition()); CCS->soundh->playSound(soundBase::BADMRLE); break; } if(txtid != 0) console->addText(stack->formatGeneralMessage(txtid)); //displaying special abilities switch(action->actionType) { case EActionType::STACK_HEAL: displayEffect(74, actionTarget.at(0).hexValue); CCS->soundh->playSound(soundBase::REGENER); break; } } void CBattleInterface::waitForAnims() { auto unlockPim = vstd::makeUnlockGuard(*CPlayerInterface::pim); animsAreDisplayed.waitWhileTrue(); } void CBattleInterface::bEndTacticPhase() { setActiveStack(nullptr); blockUI(true); tacticsMode = false; } static bool immobile(const CStack *s) { return !s->Speed(0, true); //should bound stacks be immobile? } void CBattleInterface::bTacticNextStack(const CStack * current) { if (!current) current = activeStack; //no switching stacks when the current one is moving waitForAnims(); TStacks stacksOfMine = tacticianInterface->cb->battleGetStacks(CBattleCallback::ONLY_MINE); vstd::erase_if (stacksOfMine, &immobile); if (stacksOfMine.empty()) { bEndTacticPhase(); return; } auto it = vstd::find(stacksOfMine, current); if (it != stacksOfMine.end() && ++it != stacksOfMine.end()) stackActivated(*it); else stackActivated(stacksOfMine.front()); } std::string formatDmgRange(std::pair 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 acc = curInt->cb->battleGetAvailableHexes(activeStack); BattleHex shiftedDest = myNumber.cloneInDirection(activeStack->destShiftDir(), false); if (vstd::contains(acc, myNumber)) return true; else if (activeStack->doubleWide() && vstd::contains(acc, shiftedDest)) return true; else return false; } void CBattleInterface::handleHex(BattleHex myNumber, int eventType) { if (!myTurn || !battleActionsStarted) //we are not permit to do anything return; // This function handles mouse move over hexes and l-clicking on them. // First we decide what happens if player clicks on this hex and set appropriately // consoleMsg, cursorFrame/Type and prepare lambda realizeAction. // // Then, depending whether it was hover/click we either call the action or set tooltip/cursor. //used when hovering -> tooltip message and cursor to be set std::string consoleMsg; bool setCursor = true; //if we want to suppress setting cursor ECursor::ECursorTypes cursorType = ECursor::COMBAT; int cursorFrame = ECursor::COMBAT_POINTER; //TODO: is this line used? //used when l-clicking -> action to be called upon the click std::function realizeAction; //Get stack on the hex - first try to grab the alive one, if not found -> allow dead stacks. const CStack * shere = curInt->cb->battleGetStackByPos(myNumber, true); if(!shere) shere = curInt->cb->battleGetStackByPos(myNumber, false); if(!activeStack) return; bool ourStack = false; if (shere) ourStack = shere->owner == curInt->playerID; //stack changed, update selection border if (shere != mouseHoveredStack) { setHoveredStack(shere); } localActions.clear(); illegalActions.clear(); reorderPossibleActionsPriority(activeStack, shere ? MouseHoveredHexContext::OCCUPIED_HEX : MouseHoveredHexContext::UNOCCUPIED_HEX); const bool forcedAction = possibleActions.size() == 1; for (PossiblePlayerBattleAction action : possibleActions) { bool legalAction = false; //this action is legal and can be performed bool notLegal = false; //this action is not legal and should display message switch (action) { case PossiblePlayerBattleAction::CHOOSE_TACTICS_STACK: if (shere && ourStack) legalAction = true; break; case PossiblePlayerBattleAction::MOVE_TACTICS: case PossiblePlayerBattleAction::MOVE_STACK: { if (!(shere && shere->alive())) //we can walk on dead stacks { if(canStackMoveHere(activeStack, myNumber)) legalAction = true; } break; } case PossiblePlayerBattleAction::ATTACK: case PossiblePlayerBattleAction::WALK_AND_ATTACK: case PossiblePlayerBattleAction::ATTACK_AND_RETURN: { if(curInt->cb->battleCanAttack(activeStack, shere, myNumber)) { if (isTileAttackable(myNumber)) // move isTileAttackable to be part of battleCanAttack? { setBattleCursor(myNumber); // temporary - needed for following function :( BattleHex attackFromHex = fromWhichHexAttack(myNumber); if (attackFromHex >= 0) //we can be in this line when unreachable creature is L - clicked (as of revision 1308) legalAction = true; } } } break; case PossiblePlayerBattleAction::SHOOT: if(curInt->cb->battleCanShoot(activeStack, myNumber)) legalAction = true; break; case PossiblePlayerBattleAction::ANY_LOCATION: if (myNumber > -1) //TODO: this should be checked for all actions { if(isCastingPossibleHere(activeStack, shere, myNumber)) legalAction = true; } break; case PossiblePlayerBattleAction::AIMED_SPELL_CREATURE: if(shere && isCastingPossibleHere(activeStack, shere, myNumber)) legalAction = true; break; case PossiblePlayerBattleAction::RANDOM_GENIE_SPELL: { if(shere && ourStack && shere != activeStack && shere->alive()) //only positive spells for other allied creatures { int spellID = curInt->cb->battleGetRandomStackSpell(CRandomGenerator::getDefault(), shere, CBattleInfoCallback::RANDOM_GENIE); if(spellID > -1) { legalAction = true; } } } break; case PossiblePlayerBattleAction::OBSTACLE: if(isCastingPossibleHere(activeStack, shere, myNumber)) legalAction = true; break; case PossiblePlayerBattleAction::TELEPORT: { //todo: move to mechanics ui8 skill = 0; if (creatureCasting) skill = activeStack->getEffectLevel(SpellID(SpellID::TELEPORT).toSpell()); else skill = getActiveHero()->getEffectLevel(SpellID(SpellID::TELEPORT).toSpell()); //TODO: explicitely save power, skill if (curInt->cb->battleCanTeleportTo(selectedStack, myNumber, skill)) legalAction = true; else notLegal = true; } break; case PossiblePlayerBattleAction::SACRIFICE: //choose our living stack to sacrifice if (shere && shere != selectedStack && ourStack && shere->alive()) legalAction = true; else notLegal = true; break; case PossiblePlayerBattleAction::FREE_LOCATION: legalAction = true; if(!isCastingPossibleHere(activeStack, shere, myNumber)) { legalAction = false; notLegal = true; } break; case PossiblePlayerBattleAction::CATAPULT: if (isCatapultAttackable(myNumber)) legalAction = true; break; case PossiblePlayerBattleAction::HEAL: if (shere && ourStack && shere->canBeHealed()) legalAction = true; break; case PossiblePlayerBattleAction::RISE_DEMONS: if (shere && ourStack && !shere->alive()) { if (!(shere->hasBonusOfType(Bonus::UNDEAD) || shere->hasBonusOfType(Bonus::NON_LIVING) || shere->hasBonusOfType(Bonus::GARGOYLE) || shere->summoned || shere->isClone() || shere->hasBonusOfType(Bonus::SIEGE_WEAPON) )) legalAction = true; } break; } if (legalAction) localActions.push_back (action); else if (notLegal || forcedAction) illegalActions.push_back (action); } illegalAction = PossiblePlayerBattleAction::INVALID; //clear it in first place if (vstd::contains(localActions, selectedAction)) //try to use last selected action by default currentAction = selectedAction; else if (localActions.size()) //if not possible, select first available action (they are sorted by suggested priority) currentAction = localActions.front(); else //no legal action possible { currentAction = PossiblePlayerBattleAction::INVALID; //don't allow to do anything if (vstd::contains(illegalActions, selectedAction)) illegalAction = selectedAction; else if (illegalActions.size()) illegalAction = illegalActions.front(); else if (shere && ourStack && shere->alive()) //last possibility - display info about our creature { currentAction = PossiblePlayerBattleAction::CREATURE_INFO; } else illegalAction = PossiblePlayerBattleAction::INVALID; //we should never be here } bool isCastingPossible = false; bool secondaryTarget = false; if (currentAction > PossiblePlayerBattleAction::INVALID) { switch (currentAction) //display console message, realize selected action { case PossiblePlayerBattleAction::CHOOSE_TACTICS_STACK: consoleMsg = (boost::format(CGI->generaltexth->allTexts[481]) % shere->getName()).str(); //Select %s realizeAction = [=](){ stackActivated(shere); }; break; case PossiblePlayerBattleAction::MOVE_TACTICS: case PossiblePlayerBattleAction::MOVE_STACK: if (activeStack->hasBonusOfType(Bonus::FLYING)) { cursorFrame = ECursor::COMBAT_FLY; consoleMsg = (boost::format(CGI->generaltexth->allTexts[295]) % activeStack->getName()).str(); //Fly %s here } else { cursorFrame = ECursor::COMBAT_MOVE; consoleMsg = (boost::format(CGI->generaltexth->allTexts[294]) % activeStack->getName()).str(); //Move %s here } realizeAction = [=]() { if(activeStack->doubleWide()) { std::vector acc = curInt->cb->battleGetAvailableHexes(activeStack); BattleHex shiftedDest = myNumber.cloneInDirection(activeStack->destShiftDir(), false); if(vstd::contains(acc, myNumber)) giveCommand(EActionType::WALK, myNumber); else if(vstd::contains(acc, shiftedDest)) giveCommand(EActionType::WALK, shiftedDest); } else { giveCommand(EActionType::WALK, myNumber); } }; break; case PossiblePlayerBattleAction::ATTACK: case PossiblePlayerBattleAction::WALK_AND_ATTACK: case PossiblePlayerBattleAction::ATTACK_AND_RETURN: //TODO: allow to disable return { setBattleCursor(myNumber); //handle direction of cursor and attackable tile setCursor = false; //don't overwrite settings from the call above //TODO: what does it mean? bool returnAfterAttack = currentAction == PossiblePlayerBattleAction::ATTACK_AND_RETURN; realizeAction = [=]() { BattleHex attackFromHex = fromWhichHexAttack(myNumber); if(attackFromHex.isValid()) //we can be in this line when unreachable creature is L - clicked (as of revision 1308) { auto command = new BattleAction(BattleAction::makeMeleeAttack(activeStack, myNumber, attackFromHex, returnAfterAttack)); sendCommand(command, activeStack); } }; TDmgRange damage = curInt->cb->battleEstimateDamage(activeStack, shere); std::string estDmgText = formatDmgRange(std::make_pair((ui32)damage.first, (ui32)damage.second)); //calculating estimated dmg consoleMsg = (boost::format(CGI->generaltexth->allTexts[36]) % shere->getName() % estDmgText).str(); //Attack %s (%s damage) } break; case PossiblePlayerBattleAction::SHOOT: { if (curInt->cb->battleHasShootingPenalty(activeStack, myNumber)) cursorFrame = ECursor::COMBAT_SHOOT_PENALTY; else cursorFrame = ECursor::COMBAT_SHOOT; realizeAction = [=](){giveCommand(EActionType::SHOOT, myNumber);}; TDmgRange damage = curInt->cb->battleEstimateDamage(activeStack, shere); std::string estDmgText = formatDmgRange(std::make_pair((ui32)damage.first, (ui32)damage.second)); //calculating estimated dmg //printing - Shoot %s (%d shots left, %s damage) consoleMsg = (boost::format(CGI->generaltexth->allTexts[296]) % shere->getName() % activeStack->shots.available() % estDmgText).str(); } break; case PossiblePlayerBattleAction::AIMED_SPELL_CREATURE: sp = CGI->spellh->objects[creatureCasting ? creatureSpellToCast : spellToCast->actionSubtype]; //necessary if creature has random Genie spell at same time consoleMsg = boost::str(boost::format(CGI->generaltexth->allTexts[27]) % sp->name % shere->getName()); //Cast %s on %s switch (sp->id) { case SpellID::SACRIFICE: case SpellID::TELEPORT: selectedStack = shere; //remember first target secondaryTarget = true; break; } isCastingPossible = true; break; case PossiblePlayerBattleAction::ANY_LOCATION: sp = CGI->spellh->objects[creatureCasting ? creatureSpellToCast : spellToCast->actionSubtype]; //necessary if creature has random Genie spell at same time consoleMsg = boost::str(boost::format(CGI->generaltexth->allTexts[26]) % sp->name); //Cast %s isCastingPossible = true; break; case PossiblePlayerBattleAction::RANDOM_GENIE_SPELL: //we assume that teleport / sacrifice will never be available as random spell sp = nullptr; consoleMsg = boost::str(boost::format(CGI->generaltexth->allTexts[301]) % shere->getName()); //Cast a spell on % creatureCasting = true; isCastingPossible = true; break; case PossiblePlayerBattleAction::TELEPORT: consoleMsg = CGI->generaltexth->allTexts[25]; //Teleport Here cursorFrame = ECursor::COMBAT_TELEPORT; isCastingPossible = true; break; case PossiblePlayerBattleAction::OBSTACLE: consoleMsg = CGI->generaltexth->allTexts[550]; //TODO: remove obstacle cursor isCastingPossible = true; break; case PossiblePlayerBattleAction::SACRIFICE: consoleMsg = (boost::format(CGI->generaltexth->allTexts[549]) % shere->getName()).str(); //sacrifice the %s cursorFrame = ECursor::COMBAT_SACRIFICE; isCastingPossible = true; break; case PossiblePlayerBattleAction::FREE_LOCATION: consoleMsg = boost::str(boost::format(CGI->generaltexth->allTexts[26]) % sp->name); //Cast %s isCastingPossible = true; break; case PossiblePlayerBattleAction::HEAL: cursorFrame = ECursor::COMBAT_HEAL; consoleMsg = (boost::format(CGI->generaltexth->allTexts[419]) % shere->getName()).str(); //Apply first aid to the %s realizeAction = [=](){ giveCommand(EActionType::STACK_HEAL, myNumber); }; //command healing break; case PossiblePlayerBattleAction::RISE_DEMONS: cursorType = ECursor::SPELLBOOK; realizeAction = [=]() { giveCommand(EActionType::DAEMON_SUMMONING, myNumber); }; break; case PossiblePlayerBattleAction::CATAPULT: cursorFrame = ECursor::COMBAT_SHOOT_CATAPULT; realizeAction = [=](){ giveCommand(EActionType::CATAPULT, myNumber); }; break; case PossiblePlayerBattleAction::CREATURE_INFO: { cursorFrame = ECursor::COMBAT_QUERY; consoleMsg = (boost::format(CGI->generaltexth->allTexts[297]) % shere->getName()).str(); realizeAction = [=](){ GH.pushIntT(shere, false); }; break; } } } else //no possible valid action, display message { switch (illegalAction) { case PossiblePlayerBattleAction::AIMED_SPELL_CREATURE: case PossiblePlayerBattleAction::RANDOM_GENIE_SPELL: cursorFrame = ECursor::COMBAT_BLOCKED; consoleMsg = CGI->generaltexth->allTexts[23]; break; case PossiblePlayerBattleAction::TELEPORT: cursorFrame = ECursor::COMBAT_BLOCKED; consoleMsg = CGI->generaltexth->allTexts[24]; //Invalid Teleport Destination break; case PossiblePlayerBattleAction::SACRIFICE: consoleMsg = CGI->generaltexth->allTexts[543]; //choose army to sacrifice break; case PossiblePlayerBattleAction::FREE_LOCATION: cursorFrame = ECursor::COMBAT_BLOCKED; consoleMsg = boost::str(boost::format(CGI->generaltexth->allTexts[181]) % sp->name); //No room to place %s here break; default: if (myNumber == -1) CCS->curh->changeGraphic(ECursor::COMBAT, ECursor::COMBAT_POINTER); //set neutral cursor over menu etc. else cursorFrame = ECursor::COMBAT_BLOCKED; break; } } if (isCastingPossible) //common part { switch (currentAction) //don't use that with teleport / sacrifice { case PossiblePlayerBattleAction::TELEPORT: //FIXME: more generic solution? case PossiblePlayerBattleAction::SACRIFICE: break; default: cursorType = ECursor::SPELLBOOK; cursorFrame = 0; if (consoleMsg.empty() && sp) consoleMsg = boost::str(boost::format(CGI->generaltexth->allTexts[26]) % sp->name); //Cast %s break; } realizeAction = [=]() { if(secondaryTarget) //select that target now { possibleActions.clear(); switch (sp->id.toEnum()) { case SpellID::TELEPORT: //don't cast spell yet, only select target spellToCast->aimToUnit(shere); possibleActions.push_back(PossiblePlayerBattleAction::TELEPORT); break; case SpellID::SACRIFICE: spellToCast->aimToHex(myNumber); possibleActions.push_back(PossiblePlayerBattleAction::SACRIFICE); break; } } else { if (creatureCasting) { if (sp) { giveCommand(EActionType::MONSTER_SPELL, myNumber, creatureSpellToCast); } else //unknown random spell { giveCommand(EActionType::MONSTER_SPELL, myNumber); } } else { assert(sp); switch (sp->id.toEnum()) { case SpellID::SACRIFICE: spellToCast->aimToUnit(shere);//victim break; default: spellToCast->aimToHex(myNumber); break; } curInt->cb->battleMakeAction(spellToCast.get()); endCastingSpell(); } selectedStack = nullptr; } }; } { if (eventType == MOVE) { if (setCursor) CCS->curh->changeGraphic(cursorType, cursorFrame); this->console->alterText(consoleMsg); this->console->whoSetAlter = 0; } if (eventType == LCLICK && realizeAction) { //opening creature window shouldn't affect myTurn... if ((currentAction != PossiblePlayerBattleAction::CREATURE_INFO) && !secondaryTarget) { myTurn = false; //tends to crash with empty calls } realizeAction(); if (!secondaryTarget) //do not replace teleport or sacrifice cursor CCS->curh->changeGraphic(ECursor::COMBAT, ECursor::COMBAT_POINTER); this->console->alterText(""); } } } bool CBattleInterface::isCastingPossibleHere(const CStack *sactive, const CStack *shere, BattleHex myNumber) { creatureCasting = stackCanCastSpell && !spellDestSelectMode; //TODO: allow creatures to cast aimed spells bool isCastingPossible = true; int spellID = -1; if (creatureCasting) { if (creatureSpellToCast > -1 && (shere != sactive)) //can't cast on itself spellID = creatureSpellToCast; //TODO: merge with SpellTocast? } else //hero casting { spellID = spellToCast->actionSubtype; } sp = nullptr; if (spellID >= 0) sp = CGI->spellh->objects[spellID]; if (sp) { const spells::Caster *caster = creatureCasting ? static_cast(sactive) : static_cast(curInt->cb->battleGetMyHero()); if (caster == nullptr) { isCastingPossible = false;//just in case } else { const spells::Mode mode = creatureCasting ? spells::Mode::CREATURE_ACTIVE : spells::Mode::HERO; spells::Target target; target.emplace_back(myNumber); spells::BattleCast cast(curInt->cb.get(), caster, mode, sp); auto m = sp->battleMechanics(&cast); spells::detail::ProblemImpl problem; //todo: display problem in status bar isCastingPossible = m->canBeCastAt(target, problem); } } else isCastingPossible = false; if (!myNumber.isAvailable() && !shere) //empty tile outside battlefield (or in the unavailable border column) isCastingPossible = false; return isCastingPossible; } BattleHex CBattleInterface::fromWhichHexAttack(BattleHex myNumber) { //TODO far too much repeating code BattleHex destHex; switch(CCS->curh->frame) { case 12: //from bottom right { bool doubleWide = activeStack->doubleWide(); destHex = myNumber + ( (myNumber/GameConstants::BFIELD_WIDTH)%2 ? GameConstants::BFIELD_WIDTH : GameConstants::BFIELD_WIDTH+1 ) + (activeStack->side == BattleSide::ATTACKER && doubleWide ? 1 : 0); if(vstd::contains(occupyableHexes, destHex)) return destHex; else if(activeStack->side == BattleSide::ATTACKER) { if (vstd::contains(occupyableHexes, destHex+1)) return destHex+1; } else //if we are defender { if(vstd::contains(occupyableHexes, destHex-1)) return destHex-1; } break; } case 7: //from bottom left { destHex = myNumber + ( (myNumber/GameConstants::BFIELD_WIDTH)%2 ? GameConstants::BFIELD_WIDTH-1 : GameConstants::BFIELD_WIDTH ); if (vstd::contains(occupyableHexes, destHex)) return destHex; else if(activeStack->side == BattleSide::ATTACKER) { if(vstd::contains(occupyableHexes, destHex+1)) return destHex+1; } else //we are defender { if(vstd::contains(occupyableHexes, destHex-1)) return destHex-1; } break; } case 8: //from left { if(activeStack->doubleWide() && activeStack->side == BattleSide::DEFENDER) { std::vector acc = curInt->cb->battleGetAvailableHexes(activeStack); if (vstd::contains(acc, myNumber)) return myNumber - 1; else return myNumber - 2; } else { return myNumber - 1; } break; } case 9: //from top left { destHex = myNumber - ((myNumber/GameConstants::BFIELD_WIDTH) % 2 ? GameConstants::BFIELD_WIDTH + 1 : GameConstants::BFIELD_WIDTH); if(vstd::contains(occupyableHexes, destHex)) return destHex; else if(activeStack->side == BattleSide::ATTACKER) { if(vstd::contains(occupyableHexes, destHex+1)) return destHex+1; } else //if we are defender { if(vstd::contains(occupyableHexes, destHex-1)) return destHex-1; } break; } case 10: //from top right { bool doubleWide = activeStack->doubleWide(); destHex = myNumber - ( (myNumber/GameConstants::BFIELD_WIDTH)%2 ? GameConstants::BFIELD_WIDTH : GameConstants::BFIELD_WIDTH-1 ) + (activeStack->side == BattleSide::ATTACKER && doubleWide ? 1 : 0); if(vstd::contains(occupyableHexes, destHex)) return destHex; else if(activeStack->side == BattleSide::ATTACKER) { if(vstd::contains(occupyableHexes, destHex+1)) return destHex+1; } else //if we are defender { if(vstd::contains(occupyableHexes, destHex-1)) return destHex-1; } break; } case 11: //from right { if(activeStack->doubleWide() && activeStack->side == BattleSide::ATTACKER) { std::vector acc = curInt->cb->battleGetAvailableHexes(activeStack); if(vstd::contains(acc, myNumber)) return myNumber + 1; else return myNumber + 2; } else { return myNumber + 1; } break; } case 13: //from bottom { destHex = myNumber + ( (myNumber/GameConstants::BFIELD_WIDTH)%2 ? GameConstants::BFIELD_WIDTH : GameConstants::BFIELD_WIDTH+1 ); if(vstd::contains(occupyableHexes, destHex)) return destHex; else if(activeStack->side == BattleSide::ATTACKER) { if(vstd::contains(occupyableHexes, destHex+1)) return destHex+1; } else //if we are defender { if(vstd::contains(occupyableHexes, destHex-1)) return destHex-1; } break; } case 14: //from top { destHex = myNumber - ( (myNumber/GameConstants::BFIELD_WIDTH)%2 ? GameConstants::BFIELD_WIDTH : GameConstants::BFIELD_WIDTH-1 ); if (vstd::contains(occupyableHexes, destHex)) return destHex; else if(activeStack->side == BattleSide::ATTACKER) { if(vstd::contains(occupyableHexes, destHex+1)) return destHex+1; } else //if we are defender { if(vstd::contains(occupyableHexes, destHex-1)) return destHex-1; } break; } } return -1; } Rect CBattleInterface::hexPosition(BattleHex hex) const { int x = 14 + ((hex.getY())%2==0 ? 22 : 0) + 44*hex.getX() + pos.x; int y = 86 + 42 *hex.getY() + pos.y; int w = cellShade->w; int h = cellShade->h; return Rect(x, y, w, h); } void CBattleInterface::obstaclePlaced(const CObstacleInstance & oi) { //so when multiple obstacles are added, they show up one after another waitForAnims(); //soundBase::soundID sound; // FIXME(v.markovtsev): soundh->playSound() is commented in the end => warning std::string defname; switch(oi.obstacleType) { case CObstacleInstance::SPELL_CREATED: { auto &spellObstacle = dynamic_cast(oi); defname = spellObstacle.appearAnimation; //TODO: sound //soundBase::QUIKSAND //soundBase::LANDMINE //soundBase::FORCEFLD //soundBase::fireWall } break; default: logGlobal->error("I don't know how to animate appearing obstacle of type %d", (int)oi.obstacleType); return; } auto animation = std::make_shared(defname); animation->preload(); auto first = animation->getImage(0, 0); if(!first) return; //we assume here that effect graphics have the same size as the usual obstacle image // -> if we know how to blit obstacle, let's blit the effect in the same place Point whereTo = getObstaclePosition(first, oi); addNewAnim(new CEffectAnimation(this, animation, whereTo.x, whereTo.y)); //TODO we need to wait after playing sound till it's finished, otherwise it overlaps and sounds really bad //CCS->soundh->playSound(sound); } void CBattleInterface::gateStateChanged(const EGateState state) { auto oldState = curInt->cb->battleGetGateState(); bool playSound = false; int stateId = EWallState::NONE; switch(state) { case EGateState::CLOSED: if (oldState != EGateState::BLOCKED) playSound = true; break; case EGateState::BLOCKED: if (oldState != EGateState::CLOSED) playSound = true; break; case EGateState::OPENED: playSound = true; stateId = EWallState::DAMAGED; break; case EGateState::DESTROYED: stateId = EWallState::DESTROYED; break; } if (oldState != EGateState::NONE && oldState != EGateState::CLOSED && oldState != EGateState::BLOCKED) SDL_FreeSurface(siegeH->walls[SiegeHelper::GATE]); if (stateId != EWallState::NONE) siegeH->walls[SiegeHelper::GATE] = BitmapHandler::loadBitmap(siegeH->getSiegeName(SiegeHelper::GATE, stateId)); if (playSound) CCS->soundh->playSound(soundBase::DRAWBRG); } const CGHeroInstance *CBattleInterface::currentHero() const { if (attackingHeroInstance->tempOwner == curInt->playerID) return attackingHeroInstance; else return defendingHeroInstance; } InfoAboutHero CBattleInterface::enemyHero() const { InfoAboutHero ret; if (attackingHeroInstance->tempOwner == curInt->playerID) curInt->cb->getHeroInfo(defendingHeroInstance, ret); else curInt->cb->getHeroInfo(attackingHeroInstance, ret); return ret; } void CBattleInterface::requestAutofightingAIToTakeAction() { assert(curInt->isAutoFightOn); boost::thread aiThread([&]() { auto ba = make_unique(curInt->autofightingAI->activeStack(activeStack)); if(curInt->cb->battleIsFinished()) { return; // battle finished with spellcast } if (curInt->isAutoFightOn) { if (tacticsMode) { // Always end tactics mode. Player interface is blocked currently, so it's not possible that // the AI can take any action except end tactics phase (AI actions won't be triggered) //TODO implement the possibility that the AI will be triggered for further actions //TODO any solution to merge tactics phase & normal phase in the way it is handled by the player and battle interface? setActiveStack(nullptr); blockUI(true); tacticsMode = false; } else { givenCommand.setn(ba.release()); } } else { boost::unique_lock un(*CPlayerInterface::pim); activateStack(); } }); aiThread.detach(); } CBattleInterface::SiegeHelper::SiegeHelper(const CGTownInstance *siegeTown, const CBattleInterface *_owner) : owner(_owner), town(siegeTown) { for (int g = 0; g < ARRAY_COUNT(walls); ++g) { if (g != SiegeHelper::GATE) walls[g] = BitmapHandler::loadBitmap(getSiegeName(g)); } } CBattleInterface::SiegeHelper::~SiegeHelper() { auto gateState = owner->curInt->cb->battleGetGateState(); for (int g = 0; g < ARRAY_COUNT(walls); ++g) { if (g != SiegeHelper::GATE || (gateState != EGateState::NONE && gateState != EGateState::CLOSED && gateState != EGateState::BLOCKED)) SDL_FreeSurface(walls[g]); } } std::string CBattleInterface::SiegeHelper::getSiegeName(ui16 what) const { return getSiegeName(what, EWallState::INTACT); } std::string CBattleInterface::SiegeHelper::getSiegeName(ui16 what, int state) const { auto getImageIndex = [&]() -> int { switch (state) { case EWallState::INTACT : return 1; case EWallState::DAMAGED : if(what == 2 || what == 3 || what == 8) // towers don't have separate image here - INTACT and DAMAGED is 1, DESTROYED is 2 return 1; else return 2; case EWallState::DESTROYED : if (what == 2 || what == 3 || what == 8) return 2; else return 3; } return 1; }; const std::string & prefix = town->town->clientInfo.siegePrefix; std::string addit = boost::lexical_cast(getImageIndex()); switch(what) { case SiegeHelper::BACKGROUND: return prefix + "BACK.BMP"; case SiegeHelper::BACKGROUND_WALL: { switch(town->town->faction->index) { case ETownType::RAMPART: case ETownType::NECROPOLIS: case ETownType::DUNGEON: case ETownType::STRONGHOLD: return prefix + "TPW1.BMP"; default: return prefix + "TPWL.BMP"; } } case SiegeHelper::KEEP: return prefix + "MAN" + addit + ".BMP"; case SiegeHelper::BOTTOM_TOWER: return prefix + "TW1" + addit + ".BMP"; case SiegeHelper::BOTTOM_WALL: return prefix + "WA1" + addit + ".BMP"; case SiegeHelper::WALL_BELLOW_GATE: return prefix + "WA3" + addit + ".BMP"; case SiegeHelper::WALL_OVER_GATE: return prefix + "WA4" + addit + ".BMP"; case SiegeHelper::UPPER_WALL: return prefix + "WA6" + addit + ".BMP"; case SiegeHelper::UPPER_TOWER: return prefix + "TW2" + addit + ".BMP"; case SiegeHelper::GATE: return prefix + "DRW" + addit + ".BMP"; case SiegeHelper::GATE_ARCH: return prefix + "ARCH.BMP"; case SiegeHelper::BOTTOM_STATIC_WALL: return prefix + "WA2.BMP"; case SiegeHelper::UPPER_STATIC_WALL: return prefix + "WA5.BMP"; case SiegeHelper::MOAT: return prefix + "MOAT.BMP"; case SiegeHelper::BACKGROUND_MOAT: return prefix + "MLIP.BMP"; case SiegeHelper::KEEP_BATTLEMENT: return prefix + "MANC.BMP"; case SiegeHelper::BOTTOM_BATTLEMENT: return prefix + "TW1C.BMP"; case SiegeHelper::UPPER_BATTLEMENT: return prefix + "TW2C.BMP"; default: return ""; } } void CBattleInterface::SiegeHelper::printPartOfWall(SDL_Surface *to, int what) { Point pos = Point(-1, -1); auto & ci = town->town->clientInfo; if (vstd::iswithin(what, 1, 17)) { pos.x = ci.siegePositions[what].x + owner->pos.x; pos.y = ci.siegePositions[what].y + owner->pos.y; } if (town->town->faction->index == ETownType::TOWER && (what == SiegeHelper::MOAT || what == SiegeHelper::BACKGROUND_MOAT)) return; // no moat in Tower. TODO: remove hardcode somehow? if (pos.x != -1) { //gate have no displayed bitmap when drawbridge is raised if (what == SiegeHelper::GATE) { auto gateState = owner->curInt->cb->battleGetGateState(); if (gateState != EGateState::OPENED && gateState != EGateState::DESTROYED) return; } blitAt(walls[what], pos.x, pos.y, to); } } CatapultProjectileInfo::CatapultProjectileInfo(Point from, Point dest) { facA = 0.005; // seems to be constant // system of 2 linear equations, solutions of which are missing coefficients // for quadratic equation a*x*x + b*x + c double eq[2][3] = { { static_cast(from.x), 1.0, from.y - facA*from.x*from.x }, { static_cast(dest.x), 1.0, dest.y - facA*dest.x*dest.x } }; // solve system via determinants double det = eq[0][0] *eq[1][1] - eq[1][0] *eq[0][1]; double detB = eq[0][2] *eq[1][1] - eq[1][2] *eq[0][1]; double detC = eq[0][0] *eq[1][2] - eq[1][0] *eq[0][2]; facB = detB / det; facC = detC / det; // make sure that parabola is correct e.g. passes through from and dest assert(fabs(calculateY(from.x) - from.y) < 1.0); assert(fabs(calculateY(dest.x) - dest.y) < 1.0); } double CatapultProjectileInfo::calculateY(double x) { return facA *pow(x, 2.0) + facB *x + facC; } void CBattleInterface::showAll(SDL_Surface *to) { show(to); } void CBattleInterface::show(SDL_Surface *to) { assert(to); SDL_Rect buf; SDL_GetClipRect(to, &buf); SDL_SetClipRect(to, &pos); ++animCount; showBackground(to); showBattlefieldObjects(to); showProjectiles(to); if(battleActionsStarted) updateBattleAnimations(); SDL_SetClipRect(to, &buf); //restoring previous clip_rect showInterface(to); //activation of next stack if (pendingAnims.empty() && stackToActivate != nullptr && battleActionsStarted) //FIXME: watch for recursive infinite loop here when working with this file, this needs rework anyway... { activateStack(); //we may have changed active interface (another side in hot-seat), // so we can't continue drawing with old setting. show(to); } } void CBattleInterface::showBackground(SDL_Surface *to) { if (activeStack != nullptr && creAnims[activeStack->ID]->isIdle()) //show everything with range { // FIXME: any *real* reason to keep this separate? Speed difference can't be that big blitAt(backgroundWithHexes, pos.x, pos.y, to); } else { showBackgroundImage(to); showAbsoluteObstacles(to); } showHighlightedHexes(to); } void CBattleInterface::showBackgroundImage(SDL_Surface *to) { blitAt(background, pos.x, pos.y, to); if (settings["battle"]["cellBorders"].Bool()) { CSDL_Ext::blit8bppAlphaTo24bpp(cellBorders, nullptr, to, &pos); } } void CBattleInterface::showAbsoluteObstacles(SDL_Surface * to) { //Blit absolute obstacles for(auto & oi : curInt->cb->battleGetAllObstacles()) { if(oi->obstacleType == CObstacleInstance::ABSOLUTE_OBSTACLE) { auto img = getObstacleImage(*oi); if(img) img->draw(to, pos.x + oi->getInfo().width, pos.y + oi->getInfo().height); } } if (siegeH && siegeH->town->hasBuilt(BuildingID::CITADEL)) siegeH->printPartOfWall(to, SiegeHelper::BACKGROUND_MOAT); } void CBattleInterface::showHighlightedHexes(SDL_Surface *to) { bool delayedBlit = false; //workaround for blitting enemy stack hex without mouse shadow with stack range on if(activeStack && settings["battle"]["stackRange"].Bool()) { std::set set = curInt->cb->battleGetAttackedHexes(activeStack, currentlyHoveredHex, attackingHex); for(BattleHex hex : set) if(hex != currentlyHoveredHex) showHighlightedHex(to, hex); // display the movement shadow of the stack at b (i.e. stack under mouse) const CStack * const shere = curInt->cb->battleGetStackByPos(currentlyHoveredHex, false); if(shere && shere != activeStack && shere->alive()) { std::vector v = curInt->cb->battleGetAvailableHexes(shere, true, nullptr); for(BattleHex hex : v) { if(hex != currentlyHoveredHex) showHighlightedHex(to, hex); else if(!settings["battle"]["mouseShadow"].Bool()) delayedBlit = true; //blit at the end of method to avoid graphic artifacts else showHighlightedHex(to, hex, true); //blit now and blit 2nd time later for darker shadow - avoids graphic artifacts } } } for(int b=0; bstrictHovered && bfield[b]->hovered) { if(previouslyHoveredHex == -1) previouslyHoveredHex = b; //something to start with if(currentlyHoveredHex == -1) currentlyHoveredHex = b; //something to start with if(currentlyHoveredHex != b) //repair hover info { previouslyHoveredHex = currentlyHoveredHex; currentlyHoveredHex = b; } if(settings["battle"]["mouseShadow"].Bool() || delayedBlit) { const spells::Caster *caster = nullptr; const CSpell *spell = nullptr; spells::Mode mode = spells::Mode::HERO; if(spellToCast)//hero casts spell { spell = SpellID(spellToCast->actionSubtype).toSpell(); caster = getActiveHero(); } else if(creatureSpellToCast >= 0 && stackCanCastSpell && creatureCasting)//stack casts spell { spell = SpellID(creatureSpellToCast).toSpell(); caster = activeStack; mode = spells::Mode::CREATURE_ACTIVE; } if(caster && spell) //when casting spell { // printing shaded hex(es) spells::BattleCast event(curInt->cb.get(), caster, mode, spell); auto shaded = spell->battleMechanics(&event)->rangeInHexes(currentlyHoveredHex); for(BattleHex shadedHex : shaded) { if((shadedHex.getX() != 0) && (shadedHex.getX() != GameConstants::BFIELD_WIDTH - 1)) showHighlightedHex(to, shadedHex, true); } } else if(active || delayedBlit) //always highlight pointed hex, keep this condition last in this method for correct behavior { if(currentlyHoveredHex.getX() != 0 && currentlyHoveredHex.getX() != GameConstants::BFIELD_WIDTH - 1) showHighlightedHex(to, currentlyHoveredHex, true); //keep true for OH3 behavior: hovered hex frame "thinner" } } } } } void CBattleInterface::showHighlightedHex(SDL_Surface *to, BattleHex hex, bool darkBorder) { int x = 14 + (hex.getY() % 2 == 0 ? 22 : 0) + 44 *(hex.getX()) + pos.x; int y = 86 + 42 *hex.getY() + pos.y; SDL_Rect temp_rect = genRect (cellShade->h, cellShade->w, x, y); CSDL_Ext::blit8bppAlphaTo24bpp (cellShade, nullptr, to, &temp_rect); if(!darkBorder && settings["battle"]["cellBorders"].Bool()) CSDL_Ext::blit8bppAlphaTo24bpp(cellBorder, nullptr, to, &temp_rect); //redraw border to make it light green instead of shaded } void CBattleInterface::showProjectiles(SDL_Surface *to) { assert(to); std::list< std::list::iterator > toBeDeleted; for (auto it = projectiles.begin(); it!=projectiles.end(); ++it) { // Check if projectile is already visible (shooter animation did the shot) if (!it->shotDone) { // frame we're waiting for is reached OR animation has already finished if (creAnims[it->stackID]->getCurrentFrame() >= it->animStartDelay || creAnims[it->stackID]->isShooting() == false) { //at this point projectile should become visible creAnims[it->stackID]->pause(); // pause animation it->shotDone = true; } else continue; // wait... } if (idToProjectile.count(it->creID)) { size_t group = it->reverse ? 1 : 0; auto image = idToProjectile[it->creID]->getImage(it->frameNum, group, true); if(image) { SDL_Rect dst; dst.h = image->height(); dst.w = image->width(); dst.x = static_cast(it->x - dst.w / 2); dst.y = static_cast(it->y - dst.h / 2); image->draw(to, &dst, nullptr); } } if (idToRay.count(it->creID)) { auto const & ray = idToRay[it->creID]; if (std::abs(it->dx) > std::abs(it->dy)) // draw in horizontal axis { int y1 = it->y0 - ray.size() / 2; int y2 = it->y - ray.size() / 2; int x1 = it->x0; int x2 = it->x; for (size_t i = 0; i < ray.size(); ++i) { SDL_Color beginColor{ ray[i].r1, ray[i].g1, ray[i].b1, ray[i].a1}; SDL_Color endColor { ray[i].r2, ray[i].g2, ray[i].b2, ray[i].a2}; CSDL_Ext::drawLine(to, x1, y1 + i, x2, y2 + i, beginColor, endColor); } } else // draw in vertical axis { int x1 = it->x0 - ray.size() / 2; int x2 = it->x - ray.size() / 2; int y1 = it->y0; int y2 = it->y; for (size_t i = 0; i < ray.size(); ++i) { SDL_Color beginColor{ ray[i].r1, ray[i].g1, ray[i].b1, ray[i].a1}; SDL_Color endColor { ray[i].r2, ray[i].g2, ray[i].b2, ray[i].a2}; CSDL_Ext::drawLine(to, x1 + i, y1, x2 + i, y2, beginColor, endColor); } } } // Update projectile ++it->step; if (it->step > it->lastStep) { toBeDeleted.insert(toBeDeleted.end(), it); } else { if (it->catapultInfo) { // Parabolic shot of the trajectory, as follows: f(x) = ax^2 + bx + c it->x += it->dx; it->y = it->catapultInfo->calculateY(it->x); ++(it->frameNum); it->frameNum %= idToProjectile[it->creID]->size(0); } else { // Normal projectile, just add the calculated "deltas" to the x and y positions. it->x += it->dx; it->y += it->dy; } } } for (auto & elem : toBeDeleted) { // resume animation creAnims[elem->stackID]->play(); projectiles.erase(elem); } } void CBattleInterface::showBattlefieldObjects(SDL_Surface *to) { auto showHexEntry = [&](BattleObjectsByHex::HexData & hex) { showPiecesOfWall(to, hex.walls); showObstacles(to, hex.obstacles); showAliveStacks(to, hex.alive); showBattleEffects(to, hex.effects); }; BattleObjectsByHex objects = sortObjectsByHex(); // dead stacks should be blit first showStacks(to, objects.beforeAll.dead); for (auto & data : objects.hex) showStacks(to, data.dead); showStacks(to, objects.afterAll.dead); // display objects that must be blit before anything else (e.g. topmost walls) showHexEntry(objects.beforeAll); // show heroes after "beforeAll" - e.g. topmost wall in siege if (attackingHero) attackingHero->show(to); if (defendingHero) defendingHero->show(to); // actual blit of most of objects, hex by hex // NOTE: row-by-row blitting may be a better approach for (auto &data : objects.hex) showHexEntry(data); // objects that must be blit *after* everything else - e.g. bottom tower or some spell effects showHexEntry(objects.afterAll); } void CBattleInterface::showAliveStacks(SDL_Surface *to, std::vector stacks) { BattleHex currentActionTarget; if(curInt->curAction) { auto target = curInt->curAction->getTarget(curInt->cb.get()); if(!target.empty()) currentActionTarget = target.at(0).hexValue; } auto isAmountBoxVisible = [&](const CStack *stack) -> bool { if(stack->hasBonusOfType(Bonus::SIEGE_WEAPON) && stack->getCount() == 1) //do not show box for singular war machines, stacked war machines with box shown are supported as extension feature return false; if(stack->getCount() == 0) //hide box when target is going to die anyway - do not display "0 creatures" return false; for(auto anim : pendingAnims) //no matter what other conditions below are, hide box when creature is playing hit animation { auto hitAnimation = dynamic_cast(anim.first); if(hitAnimation && (hitAnimation->stack->ID == stack->ID)) //we process only "current creature" as other creatures will be processed reliably on their own iteration return false; } if(curInt->curAction) { if(curInt->curAction->stackNumber == stack->ID) //stack is currently taking action (is not a target of another creature's action etc) { if(curInt->curAction->actionType == EActionType::WALK || curInt->curAction->actionType == EActionType::SHOOT) //hide when stack walks or shoots return false; else if(curInt->curAction->actionType == EActionType::WALK_AND_ATTACK && currentActionTarget != stack->getPosition()) //when attacking, hide until walk phase finished return false; } if(curInt->curAction->actionType == EActionType::SHOOT && currentActionTarget == stack->getPosition()) //hide if we are ranged attack target return false; } return true; }; auto getEffectsPositivness = [&](const std::vector & activeSpells) -> int { int pos = 0; for (const auto & spellId : activeSpells) { pos += CGI->spellh->objects.at(spellId)->positiveness; } return pos; }; auto getAmountBoxBackground = [&](int positivness) -> SDL_Surface * { if (positivness > 0) return amountPositive; if (positivness < 0) return amountNegative; return amountEffNeutral; }; showStacks(to, stacks); // Actual display of all stacks for (auto & stack : stacks) { assert(stack); //printing amount if (isAmountBoxVisible(stack)) { const int sideShift = stack->side == BattleSide::ATTACKER ? 1 : -1; const int reverseSideShift = stack->side == BattleSide::ATTACKER ? -1 : 1; const BattleHex nextPos = stack->getPosition() + sideShift; const bool edge = stack->getPosition() % GameConstants::BFIELD_WIDTH == (stack->side == BattleSide::ATTACKER ? GameConstants::BFIELD_WIDTH - 2 : 1); const bool moveInside = !edge && !stackCountOutsideHexes[nextPos]; int xAdd = (stack->side == BattleSide::ATTACKER ? 220 : 202) + (stack->doubleWide() ? 44 : 0) * sideShift + (moveInside ? amountNormal->w + 10 : 0) * reverseSideShift; int yAdd = 260 + ((stack->side == BattleSide::ATTACKER || moveInside) ? 0 : -15); //blitting amount background box SDL_Surface *amountBG = amountNormal; std::vector activeSpells = stack->activeSpells(); if (!activeSpells.empty()) amountBG = getAmountBoxBackground(getEffectsPositivness(activeSpells)); SDL_Rect temp_rect = genRect(amountBG->h, amountBG->w, creAnims[stack->ID]->pos.x + xAdd, creAnims[stack->ID]->pos.y + yAdd); SDL_BlitSurface(amountBG, nullptr, to, &temp_rect); //blitting amount Point textPos(creAnims[stack->ID]->pos.x + xAdd + amountNormal->w/2, creAnims[stack->ID]->pos.y + yAdd + amountNormal->h/2); graphics->fonts[FONT_TINY]->renderTextCenter(to, makeNumberShort(stack->getCount()), Colors::WHITE, textPos); } } } void CBattleInterface::showStacks(SDL_Surface *to, std::vector stacks) { for (const CStack *stack : stacks) { creAnims[stack->ID]->nextFrame(to, creDir[stack->ID]); // do actual blit creAnims[stack->ID]->incrementFrame(float(GH.mainFPSmng->getElapsedMilliseconds()) / 1000); } } void CBattleInterface::showObstacles(SDL_Surface * to, std::vector> & obstacles) { for(auto & obstacle : obstacles) { auto img = getObstacleImage(*obstacle); if(img) { Point p = getObstaclePosition(img, *obstacle); img->draw(to, p.x, p.y); } } } void CBattleInterface::showBattleEffects(SDL_Surface *to, const std::vector &battleEffects) { for (auto & elem : battleEffects) { int currentFrame = static_cast(floor(elem->currentFrame)); currentFrame %= elem->animation->size(); auto img = elem->animation->getImage(currentFrame); SDL_Rect temp_rect = genRect(img->height(), img->width(), elem->x, elem->y); img->draw(to, &temp_rect, nullptr); } } void CBattleInterface::showInterface(SDL_Surface *to) { blitAt(menu, pos.x, 556 + pos.y, to); if (tacticsMode) { btactNext->showAll(to); btactEnd->showAll(to); } else { console->showAll(to); bConsoleUp->showAll(to); bConsoleDown->showAll(to); } //showing buttons bOptions->showAll(to); bSurrender->showAll(to); bFlee->showAll(to); bAutofight->showAll(to); bSpell->showAll(to); bWait->showAll(to); bDefence->showAll(to); //showing in-game console LOCPLINT->cingconsole->show(to); Rect posWithQueue = Rect(pos.x, pos.y, 800, 600); if (settings["battle"]["showQueue"].Bool()) { if (!queue->embedded) { posWithQueue.y -= queue->pos.h; posWithQueue.h += queue->pos.h; } queue->showAll(to); } //printing border around interface if (screen->w != 800 || screen->h !=600) { CMessage::drawBorder(curInt->playerID,to,posWithQueue.w + 28, posWithQueue.h + 28, posWithQueue.x-14, posWithQueue.y-15); } } BattleObjectsByHex CBattleInterface::sortObjectsByHex() { auto getCurrentPosition = [&](const CStack *stack) -> BattleHex { for (auto & anim : pendingAnims) { // certainly ugly workaround but fixes quite annoying bug // stack position will be updated only *after* movement is finished // before this - stack is always at its initial position. Thus we need to find // its current position. Which can be found only in this class if (CMovementAnimation *move = dynamic_cast(anim.first)) { if (move->stack == stack) return move->nextHex; } } return stack->getPosition(); }; BattleObjectsByHex sorted; auto stacks = curInt->cb->battleGetStacksIf([](const CStack *s) { return !s->isTurret(); }); // Sort creatures for (auto & stack : stacks) { if (creAnims.find(stack->ID) == creAnims.end()) //e.g. for summoned but not yet handled stacks continue; if (stack->initialPosition < 0) // turret shooters are handled separately continue; //FIXME: hack to ignore ghost stacks if ((creAnims[stack->ID]->getType() == CCreatureAnim::DEAD || creAnims[stack->ID]->getType() == CCreatureAnim::HOLDING) && stack->isGhost()) ;//ignore else if (!creAnims[stack->ID]->isDead()) { if (!creAnims[stack->ID]->isMoving()) sorted.hex[stack->getPosition()].alive.push_back(stack); else { // flying creature - just blit them over everyone else if (stack->hasBonusOfType(Bonus::FLYING)) sorted.afterAll.alive.push_back(stack); else//try to find current location sorted.hex[getCurrentPosition(stack)].alive.push_back(stack); } } else sorted.hex[stack->getPosition()].dead.push_back(stack); } // Sort battle effects (spells) for (auto & battleEffect : battleEffects) { if (battleEffect.position.isValid()) sorted.hex[battleEffect.position].effects.push_back(&battleEffect); else sorted.afterAll.effects.push_back(&battleEffect); } // Sort obstacles { std::map> backgroundObstacles; for (auto &obstacle : curInt->cb->battleGetAllObstacles()) { if (obstacle->obstacleType != CObstacleInstance::ABSOLUTE_OBSTACLE && obstacle->obstacleType != CObstacleInstance::MOAT) { backgroundObstacles[obstacle->pos] = obstacle; } } for (auto &op : backgroundObstacles) { sorted.beforeAll.obstacles.push_back(op.second); } } // Sort wall parts if (siegeH) { sorted.beforeAll.walls.push_back(SiegeHelper::BACKGROUND_WALL); sorted.hex[135].walls.push_back(SiegeHelper::KEEP); sorted.afterAll.walls.push_back(SiegeHelper::BOTTOM_TOWER); sorted.hex[182].walls.push_back(SiegeHelper::BOTTOM_WALL); sorted.hex[130].walls.push_back(SiegeHelper::WALL_BELLOW_GATE); sorted.hex[78].walls.push_back(SiegeHelper::WALL_OVER_GATE); sorted.hex[12].walls.push_back(SiegeHelper::UPPER_WALL); sorted.beforeAll.walls.push_back(SiegeHelper::UPPER_TOWER); sorted.hex[94].walls.push_back(SiegeHelper::GATE); sorted.hex[112].walls.push_back(SiegeHelper::GATE_ARCH); sorted.hex[165].walls.push_back(SiegeHelper::BOTTOM_STATIC_WALL); sorted.hex[45].walls.push_back(SiegeHelper::UPPER_STATIC_WALL); if (siegeH && siegeH->town->hasBuilt(BuildingID::CITADEL)) { sorted.beforeAll.walls.push_back(SiegeHelper::MOAT); //sorted.beforeAll.walls.push_back(SiegeHelper::BACKGROUND_MOAT); // blit as absolute obstacle sorted.hex[135].walls.push_back(SiegeHelper::KEEP_BATTLEMENT); } if (siegeH && siegeH->town->hasBuilt(BuildingID::CASTLE)) { sorted.afterAll.walls.push_back(SiegeHelper::BOTTOM_BATTLEMENT); sorted.beforeAll.walls.push_back(SiegeHelper::UPPER_BATTLEMENT); } } return sorted; } void CBattleInterface::updateBattleAnimations() { //handle animations for (auto & elem : pendingAnims) { if (!elem.first) //this animation should be deleted continue; if (!elem.second) { elem.second = elem.first->init(); } if (elem.second && elem.first) elem.first->nextFrame(); } //delete anims int preSize = static_cast(pendingAnims.size()); for (auto it = pendingAnims.begin(); it != pendingAnims.end(); ++it) { if (it->first == nullptr) { pendingAnims.erase(it); it = pendingAnims.begin(); break; } } if (preSize > 0 && pendingAnims.empty()) { //anims ended blockUI(activeStack == nullptr); animsAreDisplayed.setn(false); } } std::shared_ptr CBattleInterface::getObstacleImage(const CObstacleInstance & oi) { int frameIndex = (animCount+1) *25 / getAnimSpeed(); std::shared_ptr animation; if(oi.obstacleType == CObstacleInstance::USUAL || oi.obstacleType == CObstacleInstance::ABSOLUTE_OBSTACLE) { animation = obstacleAnimations[oi.uniqueID]; } else if(oi.obstacleType == CObstacleInstance::SPELL_CREATED) { const SpellCreatedObstacle * spellObstacle = dynamic_cast(&oi); if(!spellObstacle) return std::shared_ptr(); std::string animationName = spellObstacle->animation; auto cacheIter = animationsCache.find(animationName); if(cacheIter == animationsCache.end()) { logAnim->trace("Creating obstacle animation %s", animationName); animation = std::make_shared(animationName); animation->preload(); animationsCache[animationName] = animation; } else { animation = cacheIter->second; } } if(animation) { frameIndex %= animation->size(0); return animation->getImage(frameIndex, 0); } return nullptr; } Point CBattleInterface::getObstaclePosition(std::shared_ptr image, const CObstacleInstance & obstacle) { int offset = obstacle.getAnimationYOffset(image->height()); Rect r = hexPosition(obstacle.pos); r.y += 42 - image->height() + offset; return r.topLeft(); } void CBattleInterface::redrawBackgroundWithHexes(const CStack *activeStack) { attackableHexes.clear(); if (activeStack) occupyableHexes = curInt->cb->battleGetAvailableHexes(activeStack, true, &attackableHexes); auto fillStackCountOutsideHexes = [&]() { auto accessibility = curInt->cb->getAccesibility(); for(int i = 0; i < accessibility.size(); i++) stackCountOutsideHexes.at(i) = (accessibility[i] == EAccessibility::ACCESSIBLE); }; fillStackCountOutsideHexes(); //prepare background graphic with hexes and shaded hexes blitAt(background, 0, 0, backgroundWithHexes); //draw absolute obstacles (cliffs and so on) for(auto & oi : curInt->cb->battleGetAllObstacles()) { if(oi->obstacleType == CObstacleInstance::ABSOLUTE_OBSTACLE) { auto img = getObstacleImage(*oi); if(img) img->draw(backgroundWithHexes, oi->getInfo().width, oi->getInfo().height); } } if (settings["battle"]["stackRange"].Bool()) { std::vector hexesToShade = occupyableHexes; hexesToShade.insert(hexesToShade.end(), attackableHexes.begin(), attackableHexes.end()); for (BattleHex hex : hexesToShade) { int i = hex.getY(); //row int j = hex.getX()-1; //column int x = 58 + (i%2==0 ? 22 : 0) + 44*j; int y = 86 + 42 *i; SDL_Rect temp_rect = genRect(cellShade->h, cellShade->w, x, y); CSDL_Ext::blit8bppAlphaTo24bpp(cellShade, nullptr, backgroundWithHexes, &temp_rect); } } if(settings["battle"]["cellBorders"].Bool()) CSDL_Ext::blit8bppAlphaTo24bpp(cellBorders, nullptr, backgroundWithHexes, nullptr); } void CBattleInterface::showPiecesOfWall(SDL_Surface *to, std::vector pieces) { if (!siegeH) return; for (auto piece : pieces) { if (piece < 15) // not a tower - just print siegeH->printPartOfWall(to, piece); else // tower. find if tower is built and not destroyed - stack is present { // PieceID StackID // 15 = keep, -2 // 16 = lower, -3 // 17 = upper, -4 // tower. check if tower is alive - stack is found int stackPos = 13 - piece; const CStack *turret = nullptr; for (auto & stack : curInt->cb->battleGetAllStacks(true)) { if(stack->initialPosition == stackPos) { turret = stack; break; } } if (turret) { std::vector stackList(1, turret); showStacks(to, stackList); siegeH->printPartOfWall(to, piece); } } } }