#include "CBattleInterface.h" #include "CGameInfo.h" #include "../lib/CLodHandler.h" #include "SDL_Extensions.h" #include "CAdvmapInterface.h" #include "AdventureMapButton.h" #include "CAnimation.h" #include "../lib/CObjectHandler.h" #include "../lib/CHeroHandler.h" #include "CDefHandler.h" #include "../lib/CSpellHandler.h" #include "CMusicHandler.h" #include "CMessage.h" #include "CCursorHandler.h" #include "../CCallback.h" #include "../lib/BattleState.h" #include "../lib/CGeneralTextHandler.h" #include "CCreatureAnimation.h" #include "Graphics.h" #include "CSpellWindow.h" #include "CConfigHandler.h" #include #include #include "../lib/CondSh.h" #include "../lib/NetPacks.h" #include "CPlayerInterface.h" #include "CCreatureWindow.h" #include "CVideoHandler.h" #include "../lib/CTownHandler.h" #include "../lib/map.h" #include #include #include #include #ifndef __GNUC__ const double M_PI = 3.14159265358979323846; #else #define _USE_MATH_DEFINES #include #endif #include /* * CBattleInterface.cpp, part of VCMI engine * * Authors: listed in file AUTHORS in main folder * * License: GNU General Public License v2.0 or later * Full text of license available in license.txt file, in main folder * */ extern SDL_Surface * screen; extern SDL_Color zwykly; CondSh CBattleInterface::animsAreDisplayed; struct CMP_stack2 { inline bool operator ()(const CStack& a, const CStack& b) { return (a.Speed())>(b.Speed()); } } cmpst2 ; static void transformPalette(SDL_Surface * surf, float rCor, float gCor, float bCor) { SDL_Color * colorsToChange = surf->format->palette->colors; for(int g=0; gformat->palette->ncolors; ++g) { if((colorsToChange+g)->b != 132 && (colorsToChange+g)->g != 231 && (colorsToChange+g)->r != 255) //it's not yellow border { (colorsToChange+g)->r = (float)((colorsToChange+g)->r) * rCor; (colorsToChange+g)->g = (float)((colorsToChange+g)->g) * gCor; (colorsToChange+g)->b = (float)((colorsToChange+g)->b) * bCor; } } } ////////////////////////Battle helpers //general anim void CBattleAnimation::endAnim() { for(std::list >::iterator it = owner->pendingAnims.begin(); it != owner->pendingAnims.end(); ++it) { if(it->first == this) { it->first = NULL; } } } bool CBattleAnimation::isEarliest(bool perStackConcurrency) { int lowestMoveID = owner->animIDhelper + 5; CBattleStackAnimation * thAnim = dynamic_cast(this); CSpellEffectAnim * thSen = dynamic_cast(this); for(std::list >::iterator it = owner->pendingAnims.begin(); it != owner->pendingAnims.end(); ++it) { CBattleStackAnimation * stAnim = dynamic_cast(it->first); CSpellEffectAnim * sen = dynamic_cast(it->first); if(perStackConcurrency && stAnim && thAnim && stAnim->stack->ID != thAnim->stack->ID) continue; if(sen && thSen && sen != thSen && perStackConcurrency) continue; CReverseAnim * revAnim = dynamic_cast(stAnim); if(revAnim && thAnim && stAnim && stAnim->stack->ID == thAnim->stack->ID && revAnim->priority) return false; if(it->first) amin(lowestMoveID, it->first->ID); } return ID == lowestMoveID || lowestMoveID == (owner->animIDhelper + 5); } CBattleAnimation::CBattleAnimation(CBattleInterface * _owner) : owner(_owner), ID(_owner->animIDhelper++) {} //Dummy animation bool CDummyAnim::init() { return true; } void CDummyAnim::nextFrame() { counter++; if(counter > howMany) endAnim(); } void CDummyAnim::endAnim() { CBattleAnimation::endAnim(); delete this; } CDummyAnim::CDummyAnim(CBattleInterface * _owner, int howManyFrames) : CBattleAnimation(_owner), counter(0), howMany(howManyFrames) { } //effect animation bool CSpellEffectAnim::init() { if(!isEarliest(true)) return false; if(effect == 12) //armageddon { if(effect == -1 || graphics->battleACToDef[effect].size() != 0) { CDefHandler * anim; if(customAnim.size()) anim = CDefHandler::giveDef(customAnim); else anim = CDefHandler::giveDef(graphics->battleACToDef[effect][0]); if (Vflip) { for (int v=0; vourImages.size(); ++v) { CSDL_Ext::VflipSurf(anim->ourImages[v].bitmap); } } for(int i=0; i * anim->width < owner->pos.w ; ++i) { for(int j=0; j * anim->height < owner->pos.h ; ++j) { SBattleEffect be; be.effectID = ID; be.anim = CDefHandler::giveDef(graphics->battleACToDef[effect][0]); if (Vflip) { for (int v=0; vourImages.size(); ++v) { CSDL_Ext::VflipSurf(be.anim->ourImages[v].bitmap); } } be.frame = 0; be.maxFrame = be.anim->ourImages.size(); be.x = i * anim->width + owner->pos.x; be.y = j * anim->height + owner->pos.y; owner->battleEffects.push_back(be); } } } else //there is nothing to play { endAnim(); return false; } } else // Effects targeted at a specific creature/hex. { if(effect == -1 || graphics->battleACToDef[effect].size() != 0) { const CStack* destStack = owner->curInt->cb->battleGetStackByPos(destTile, false); Rect &tilePos = owner->bfield[destTile].pos; SBattleEffect be; be.effectID = ID; if(customAnim.size()) be.anim = CDefHandler::giveDef(customAnim); else be.anim = CDefHandler::giveDef(graphics->battleACToDef[effect][0]); if (Vflip) { for (int v=0; vourImages.size(); ++v) { CSDL_Ext::VflipSurf(be.anim->ourImages[v].bitmap); } } be.frame = 0; be.maxFrame = be.anim->ourImages.size(); if(effect == 1) be.maxFrame = 3; switch (effect) { case -1: be.x = x; be.y = y; break; case 0: // Prayer and Lightning Bolt. case 1: // Position effect with it's bottom center touching the bottom center of affected tile(s). be.x = tilePos.x + tilePos.w/2 - be.anim->width/2; be.y = tilePos.y + tilePos.h - be.anim->height; break; default: // Position effect with it's center touching the top center of affected tile(s). be.x = tilePos.x + tilePos.w/2 - be.anim->width/2; be.y = tilePos.y - be.anim->height/2; break; } // Correction for 2-hex creatures. if (destStack != NULL && destStack->doubleWide()) be.x += (destStack->attackerOwned ? -1 : 1)*tilePos.w/2; owner->battleEffects.push_back(be); } else //there is nothing to play { endAnim(); return false; } } //battleEffects return true; } void CSpellEffectAnim::nextFrame() { //notice: there may be more than one effect in owner->battleEffects correcponding to this animation (ie. armageddon) for(std::list::iterator it = owner->battleEffects.begin(); it != owner->battleEffects.end(); ++it) { if(it->effectID == ID) { ++(it->frame); if(it->frame == it->maxFrame) { endAnim(); break; } else { it->x += dx; it->y += dy; } } } } void CSpellEffectAnim::endAnim() { CBattleAnimation::endAnim(); std::vector::iterator> toDel; for(std::list::iterator it = owner->battleEffects.begin(); it != owner->battleEffects.end(); ++it) { if(it->effectID == ID) { toDel.push_back(it); } } for(int b=0; banim; owner->battleEffects.erase(toDel[b]); } delete this; } CSpellEffectAnim::CSpellEffectAnim(CBattleInterface * _owner, ui32 _effect, THex _destTile, int _dx, int _dy, bool _Vflip) :CBattleAnimation(_owner), effect(_effect), destTile(_destTile), customAnim(""), dx(_dx), dy(_dy), Vflip(_Vflip) { } CSpellEffectAnim::CSpellEffectAnim(CBattleInterface * _owner, std::string _customAnim, int _x, int _y, int _dx, int _dy, bool _Vflip) :CBattleAnimation(_owner), effect(-1), destTile(0), customAnim(_customAnim), x(_x), y(_y), dx(_dx), dy(_dy), Vflip(_Vflip) { } //stack's aniamtion CBattleStackAnimation::CBattleStackAnimation(CBattleInterface * _owner, const CStack * _stack) : CBattleAnimation(_owner), stack(_stack) { } bool CBattleStackAnimation::isToReverseHlp(THex hexFrom, THex hexTo, bool curDir) { int fromMod = hexFrom % BFIELD_WIDTH; int fromDiv = hexFrom / BFIELD_WIDTH; int toMod = hexTo % BFIELD_WIDTH; if(curDir && fromMod < toMod) return false; else if(curDir && fromMod > toMod) return true; else if(curDir && fromMod == toMod) { return fromDiv % 2 == 0; } else if(!curDir && fromMod < toMod) return true; else if(!curDir && fromMod > toMod) return false; else if(!curDir && fromMod == toMod) { return fromDiv % 2 == 1; } tlog1 << "Catastrope in CBattleStackAnimation::isToReverse!" << std::endl; return false; //should never happen } bool CBattleStackAnimation::isToReverse(THex hexFrom, THex hexTo, bool curDir, bool toDoubleWide, bool toDir) { if(hexTo < 0) //turret return false; if(toDoubleWide) { return isToReverseHlp(hexFrom, hexTo, curDir) && (toDir ? isToReverseHlp(hexFrom, hexTo-1, curDir) : isToReverseHlp(hexFrom, hexTo+1, curDir) ); } else { return isToReverseHlp(hexFrom, hexTo, curDir); } } //revering animation bool CReverseAnim::init() { if(owner->creAnims[stack->ID] == NULL || owner->creAnims[stack->ID]->getType() == 5) { endAnim(); return false; //there is no such creature } if(!priority && !isEarliest(false)) return false; owner->creAnims[stack->ID]->setType(CCreatureAnim::TURN_R); return true; } void CReverseAnim::nextFrame() { if(partOfAnim == 1) //first part of animation { if(owner->creAnims[stack->ID]->onLastFrameInGroup()) { partOfAnim = 2; } } else if(partOfAnim == 2) { if(!secondPartSetup) { owner->creDir[stack->ID] = !owner->creDir[stack->ID]; if(!stack) { endAnim(); return; } Point coords = CBattleHex::getXYUnitAnim(hex, owner->creDir[stack->ID], stack, owner); owner->creAnims[stack->ID]->pos.x = coords.x; //creAnims[stackID]->pos.y = coords.second; if(stack->doubleWide()) { if(stack->attackerOwned) { if(!owner->creDir[stack->ID]) owner->creAnims[stack->ID]->pos.x -= 44; } else { if(owner->creDir[stack->ID]) owner->creAnims[stack->ID]->pos.x += 44; } } owner->creAnims[stack->ID]->setType(CCreatureAnim::TURN_L); secondPartSetup = true; } if(owner->creAnims[stack->ID]->onLastFrameInGroup()) { endAnim(); } } } void CReverseAnim::endAnim() { CBattleAnimation::endAnim(); if( stack->alive() )//don't do that if stack is dead owner->creAnims[stack->ID]->setType(CCreatureAnim::HOLDING); delete this; } CReverseAnim::CReverseAnim(CBattleInterface * _owner, const CStack * stack, THex dest, bool _priority) : CBattleStackAnimation(_owner, stack), partOfAnim(1), secondPartSetup(false), hex(dest), priority(_priority) { } //defence anim bool CDefenceAnim::init() { //checking initial conditions //if(owner->creAnims[stackID]->getType() != 2) //{ // return false; //} if(attacker == NULL && owner->battleEffects.size() > 0) return false; int lowestMoveID = owner->animIDhelper + 5; for(std::list >::iterator it = owner->pendingAnims.begin(); it != owner->pendingAnims.end(); ++it) { CDefenceAnim * defAnim = dynamic_cast(it->first); if(defAnim && defAnim->stack->ID != stack->ID) continue; CBattleAttack * attAnim = dynamic_cast(it->first); if(attAnim && attAnim->stack->ID != stack->ID) continue; if(attacker != NULL) { int attackerAnimType = owner->creAnims[attacker->ID]->getType(); if( attackerAnimType == 11 && attackerAnimType == 12 && attackerAnimType == 13 && owner->creAnims[attacker->ID]->getFrame() < attacker->getCreature()->attackClimaxFrame ) return false; } CReverseAnim * animAsRev = dynamic_cast(it->first); if(animAsRev && animAsRev->priority) return false; if(it->first) amin(lowestMoveID, it->first->ID); } if(ID > lowestMoveID) return false; //reverse unit if necessary if(attacker && isToReverse(stack->position, attacker->position, owner->creDir[stack->ID], attacker->doubleWide(), owner->creDir[attacker->ID])) { owner->addNewAnim(new CReverseAnim(owner, stack, stack->position, true)); return false; } //unit reversed if(byShooting) //delay hit animation { for(std::list::const_iterator it = owner->projectiles.begin(); it != owner->projectiles.end(); ++it) { if(it->creID == attacker->getCreature()->idNumber) { return false; } } } //initializing if(killed) { CCS->soundh->playSound(battle_sound(stack->getCreature(), killed)); owner->creAnims[stack->ID]->setType(CCreatureAnim::DEATH); //death } else { // TODO: this block doesn't seems correct if the unit is defending. CCS->soundh->playSound(battle_sound(stack->getCreature(), wince)); owner->creAnims[stack->ID]->setType(CCreatureAnim::HITTED); //getting hit } return true; //initialized successfuly } void CDefenceAnim::nextFrame() { if(!killed && owner->creAnims[stack->ID]->getType() != CCreatureAnim::HITTED) { owner->creAnims[stack->ID]->setType(CCreatureAnim::HITTED); } if(!owner->creAnims[stack->ID]->onLastFrameInGroup()) { if( owner->creAnims[stack->ID]->getType() == CCreatureAnim::DEATH && (owner->animCount+1)%(4/owner->curInt->sysOpts.animSpeed)==0 && !owner->creAnims[stack->ID]->onLastFrameInGroup() ) { owner->creAnims[stack->ID]->incrementFrame(); } } else { endAnim(); } } void CDefenceAnim::endAnim() { //restoring animType if(owner->creAnims[stack->ID]->getType() == CCreatureAnim::HITTED) owner->creAnims[stack->ID]->setType(CCreatureAnim::HOLDING); //printing info to console //if(attacker!=NULL) // owner->printConsoleAttacked(stack, dmg, amountKilled, attacker); //const CStack * attacker = owner->curInt->cb->battleGetStackByID(IDby, false); //const CStack * attacked = owner->curInt->cb->battleGetStackByID(stackID, false); CBattleAnimation::endAnim(); delete this; } CDefenceAnim::CDefenceAnim(SStackAttackedInfo _attackedInfo, CBattleInterface * _owner) : CBattleStackAnimation(_owner, _attackedInfo.defender), dmg(_attackedInfo.dmg), amountKilled(_attackedInfo.amountKilled), attacker(_attackedInfo.attacker), byShooting(_attackedInfo.byShooting), killed(_attackedInfo.killed) { } ////move anim bool CBattleStackMoved::init() { if( !isEarliest(false) ) return false; //a few useful variables steps = owner->creAnims[stack->ID]->framesInGroup(CCreatureAnim::MOVING)*owner->getAnimSpeedMultiplier()-1; if(steps == 0) //this creature seems to have no move animation so we can end it immediately { endAnim(); return false; } whichStep = 0; int hexWbase = 44, hexHbase = 42; const CStack * movedStack = stack; if(!movedStack || owner->creAnims[stack->ID]->getType() == 5) { endAnim(); return false; } //bool twoTiles = movedStack->doubleWide(); Point begPosition = CBattleHex::getXYUnitAnim(curStackPos, movedStack->attackerOwned, movedStack, owner); Point endPosition = CBattleHex::getXYUnitAnim(nextHex, movedStack->attackerOwned, movedStack, owner); int mutPos = THex::mutualPosition(curStackPos, nextHex); //reverse unit if necessary if((begPosition.x > endPosition.x) && owner->creDir[stack->ID] == true) { owner->addNewAnim(new CReverseAnim(owner, stack, curStackPos, true)); return false; } else if ((begPosition.x < endPosition.x) && owner->creDir[stack->ID] == false) { owner->addNewAnim(new CReverseAnim(owner, stack, curStackPos, true)); return false; } if(owner->creAnims[stack->ID]->getType() != CCreatureAnim::MOVING) { owner->creAnims[stack->ID]->setType(CCreatureAnim::MOVING); } //unit reversed // if(owner->moveSh <= 0) // owner->moveSh = CCS->soundh->playSound(battle_sound(movedStack->getCreature(), move), -1); //step shift calculation posX = owner->creAnims[stack->ID]->pos.x, posY = owner->creAnims[stack->ID]->pos.y; // for precise calculations ;] if(mutPos == -1 && movedStack->hasBonusOfType(Bonus::FLYING)) { steps *= distance; steps /= 2; //to make animation faster stepX = (endPosition.x - (float)begPosition.x)/steps; stepY = (endPosition.y - (float)begPosition.y)/steps; } else { switch(mutPos) { case 0: stepX = (-1.0)*((float)hexWbase)/(2.0f*steps); stepY = (-1.0)*((float)hexHbase)/((float)steps); break; case 1: stepX = ((float)hexWbase)/(2.0f*steps); stepY = (-1.0)*((float)hexHbase)/((float)steps); break; case 2: stepX = ((float)hexWbase)/((float)steps); stepY = 0.0; break; case 3: stepX = ((float)hexWbase)/(2.0f*steps); stepY = ((float)hexHbase)/((float)steps); break; case 4: stepX = (-1.0)*((float)hexWbase)/(2.0f*steps); stepY = ((float)hexHbase)/((float)steps); break; case 5: stepX = (-1.0)*((float)hexWbase)/((float)steps); stepY = 0.0; break; } } //step shifts calculated return true; } void CBattleStackMoved::nextFrame() { //moving instructions posX += stepX; owner->creAnims[stack->ID]->pos.x = posX; posY += stepY; owner->creAnims[stack->ID]->pos.y = posY; // Increments step count and check if we are finished with current animation ++whichStep; if(whichStep == steps) { // Sets the position of the creature animation sprites Point coords = CBattleHex::getXYUnitAnim(nextHex, owner->creDir[stack->ID], stack, owner); owner->creAnims[stack->ID]->pos = coords; // true if creature haven't reached the final destination hex if ((nextPos + 1) < destTiles.size()) { // update the next hex field which has to be reached by the stack nextPos++; curStackPos = nextHex; nextHex = destTiles[nextPos]; // update position of double wide creatures bool twoTiles = stack->doubleWide(); if(twoTiles && bool(stack->attackerOwned) && (owner->creDir[stack->ID] != bool(stack->attackerOwned) )) //big attacker creature is reversed owner->creAnims[stack->ID]->pos.x -= 44; else if(twoTiles && (! bool(stack->attackerOwned) ) && (owner->creDir[stack->ID] != bool(stack->attackerOwned) )) //big defender creature is reversed owner->creAnims[stack->ID]->pos.x += 44; // re-init animation for(std::list >::iterator it = owner->pendingAnims.begin(); it != owner->pendingAnims.end(); ++it) { if (it->first == this) { it->second = false; break; } } } else endAnim(); } } void CBattleStackMoved::endAnim() { const CStack * movedStack = stack; CBattleAnimation::endAnim(); if(movedStack) owner->addNewAnim(new CBattleMoveEnd(owner, stack, nextHex)); if(owner->moveSh >= 0) { CCS->soundh->stopSound(owner->moveSh); owner->moveSh = -1; } delete this; } CBattleStackMoved::CBattleStackMoved(CBattleInterface * _owner, const CStack * _stack, std::vector _destTiles, int _distance) : CBattleStackAnimation(_owner, _stack), destTiles(_destTiles), nextPos(0), distance(_distance), stepX(0.0f), stepY(0.0f) { curStackPos = stack->position; nextHex = destTiles.front(); } //move started bool CBattleMoveStart::init() { if( !isEarliest(false) ) return false; if(!stack || owner->creAnims[stack->ID]->getType() == 5) { CBattleMoveStart::endAnim(); return false; } CCS->soundh->playSound(battle_sound(stack->getCreature(), startMoving)); owner->creAnims[stack->ID]->setType(CCreatureAnim::MOVE_START); return true; } void CBattleMoveStart::nextFrame() { if(owner->creAnims[stack->ID]->onLastFrameInGroup()) { endAnim(); } else { if((owner->animCount+1)%(4/owner->curInt->sysOpts.animSpeed)==0) owner->creAnims[stack->ID]->incrementFrame(); } } void CBattleMoveStart::endAnim() { CBattleAnimation::endAnim(); delete this; } CBattleMoveStart::CBattleMoveStart(CBattleInterface * _owner, const CStack * _stack) : CBattleStackAnimation(_owner, _stack) { } //move finished bool CBattleMoveEnd::init() { if( !isEarliest(true) ) return false; if(!stack || owner->creAnims[stack->ID]->framesInGroup(CCreatureAnim::MOVE_END) == 0 || owner->creAnims[stack->ID]->getType() == CCreatureAnim::DEATH) { endAnim(); return false; } CCS->soundh->playSound(battle_sound(stack->getCreature(), endMoving)); owner->creAnims[stack->ID]->setType(CCreatureAnim::MOVE_END); return true; } void CBattleMoveEnd::nextFrame() { if(owner->creAnims[stack->ID]->onLastFrameInGroup()) { endAnim(); } } void CBattleMoveEnd::endAnim() { CBattleAnimation::endAnim(); if(owner->creAnims[stack->ID]->getType() != CCreatureAnim::DEATH) owner->creAnims[stack->ID]->setType(CCreatureAnim::HOLDING); //resetting to default CCS->curh->show(); delete this; } CBattleMoveEnd::CBattleMoveEnd(CBattleInterface * _owner, const CStack * _stack, THex destTile) : CBattleStackAnimation(_owner, _stack), destinationTile(destTile) { } //general attack anim void CBattleAttack::nextFrame() { if(owner->creAnims[stack->ID]->getType() != group) owner->creAnims[stack->ID]->setType(group); if(owner->creAnims[stack->ID]->onFirstFrameInGroup()) { if(shooting) CCS->soundh->playSound(battle_sound(attackingStack->getCreature(), shoot)); else CCS->soundh->playSound(battle_sound(attackingStack->getCreature(), attack)); } else if(owner->creAnims[stack->ID]->onLastFrameInGroup()) { owner->creAnims[stack->ID]->setType(CCreatureAnim::HOLDING); endAnim(); return; //execution of endAnim deletes this !!! } } bool CBattleAttack::checkInitialConditions() { return isEarliest(false); } CBattleAttack::CBattleAttack(CBattleInterface * _owner, const CStack * attacker, THex _dest, const CStack * defender) : CBattleStackAnimation(_owner, attacker), dest(_dest), attackedStack(defender), attackingStack(attacker) { assert(attackingStack && "attackingStack is NULL in CBattleAttack::CBattleAttack !\n"); if(attackingStack->getCreature()->idNumber != 145) //catapult is allowed to attack not-creature { assert(attackedStack && "attackedStack is NULL in CBattleAttack::CBattleAttack !\n"); } else //catapult can attack walls only { assert(owner->curInt->cb->battleGetWallUnderHex(_dest) >= 0); } attackingStackPosBeforeReturn = attackingStack->position; } ////melee attack bool CMeleeAttack::init() { if( !CBattleAttack::checkInitialConditions() ) return false; //if(owner->creAnims[stackID]->getType()!=2) //{ // return false; //} if(!attackingStack || owner->creAnims[stack->ID]->getType() == 5) { endAnim(); return false; } bool toReverse = isToReverse(attackingStackPosBeforeReturn, dest, owner->creDir[stack->ID], attackedStack->doubleWide(), owner->creDir[attackedStack->ID]); if(toReverse) { owner->addNewAnim(new CReverseAnim(owner, stack, attackingStackPosBeforeReturn, true)); return false; } //reversed shooting = false; static const CCreatureAnim::EAnimType mutPosToGroup[] = {CCreatureAnim::ATTACK_UP, CCreatureAnim::ATTACK_UP, CCreatureAnim::ATTACK_FRONT, CCreatureAnim::ATTACK_DOWN, CCreatureAnim::ATTACK_DOWN, CCreatureAnim::ATTACK_FRONT}; int revShiftattacker = (attackingStack->attackerOwned ? -1 : 1); int mutPos = THex::mutualPosition(attackingStackPosBeforeReturn, dest); if(mutPos == -1 && attackingStack->doubleWide()) { mutPos = THex::mutualPosition(attackingStackPosBeforeReturn + revShiftattacker, attackedStack->position); } if (mutPos == -1 && attackedStack->doubleWide()) { mutPos = THex::mutualPosition(attackingStackPosBeforeReturn, attackedStack->occupiedHex()); } if (mutPos == -1 && attackedStack->doubleWide() && attackingStack->doubleWide()) { mutPos = THex::mutualPosition(attackingStackPosBeforeReturn + revShiftattacker, attackedStack->occupiedHex()); } switch(mutPos) //attack direction { case 0: case 1: case 2: case 3: case 4: case 5: group = mutPosToGroup[mutPos]; break; default: tlog1<<"Critical Error! Wrong dest in stackAttacking! dest: "< >::const_iterator it = owner->pendingAnims.begin(); it != owner->pendingAnims.end(); ++it) { CBattleMoveStart * anim = dynamic_cast(it->first); CReverseAnim * anim2 = dynamic_cast(it->first); if( (anim && anim->stackID == stackID) || (anim2 && anim2->stackID == stackID ) ) return; }*/ CBattleAttack::nextFrame(); } void CMeleeAttack::endAnim() { CBattleAnimation::endAnim(); delete this; } CMeleeAttack::CMeleeAttack(CBattleInterface * _owner, const CStack * attacker, THex _dest, const CStack * _attacked) : CBattleAttack(_owner, attacker, _dest, _attacked) { } //shooting anim bool CShootingAnim::init() { if( !CBattleAttack::checkInitialConditions() ) return false; const CStack * shooter = attackingStack; if(!shooter || owner->creAnims[stack->ID]->getType() == 5) { endAnim(); return false; } // Create the projectile animation float projectileAngle; //in radians; if positive, projectiles goes up float straightAngle = 0.2f; //maximal angle in radians between straight horizontal line and shooting line for which shot is considered to be straight (absoulte value) int fromHex = shooter->position; projectileAngle = atan2(float(abs(dest - fromHex) / BFIELD_WIDTH), float(abs(dest - fromHex) % BFIELD_WIDTH)); if(fromHex < dest) projectileAngle = -projectileAngle; // Get further info about the shooter e.g. relative pos of projectile to unit. // If the creature id is 149 then it's a arrow tower which has no additional info so get the // actual arrow tower shooter instead. const CCreature *shooterInfo = shooter->getCreature(); if (shooterInfo->idNumber == 149) { int creID = CGI->creh->factionToTurretCreature[owner->siegeH->town->town->typeID]; shooterInfo = CGI->creh->creatures[creID]; } SProjectileInfo spi; spi.creID = shooter->getCreature()->idNumber; spi.stackID = shooter->ID; spi.reverse = !shooter->attackerOwned; spi.step = 0; spi.frameNum = 0; if(vstd::contains(CGI->creh->idToProjectileSpin, shooterInfo->idNumber)) spi.spin = CGI->creh->idToProjectileSpin[shooterInfo->idNumber]; else { tlog2 << "Warning - no projectile spin for spi.creID " << shooterInfo->idNumber << std::endl; spi.spin = false; } Point xycoord = CBattleHex::getXYUnitAnim(shooter->position, true, shooter, owner); Point destcoord; // The "master" point where all projectile positions relate to. static const Point projectileOrigin(181, 252); if (attackedStack) { destcoord = CBattleHex::getXYUnitAnim(dest, false, attackedStack, owner); destcoord.x += 250; destcoord.y += 210; //TODO: find a better place to shoot // Calculate projectile start position. Offsets are read out of the CRANIM.TXT. if (projectileAngle > straightAngle) { //upper shot spi.x = xycoord.x + projectileOrigin.x + shooterInfo->upperRightMissleOffsetX; spi.y = xycoord.y + projectileOrigin.y + shooterInfo->upperRightMissleOffsetY; } else if (projectileAngle < -straightAngle) { //lower shot spi.x = xycoord.x + projectileOrigin.x + shooterInfo->lowerRightMissleOffsetX; spi.y = xycoord.y + projectileOrigin.y + shooterInfo->lowerRightMissleOffsetY; } else { //straight shot spi.x = xycoord.x + projectileOrigin.x + shooterInfo->rightMissleOffsetX; spi.y = xycoord.y + projectileOrigin.y + shooterInfo->rightMissleOffsetY; } double animSpeed = 23.0 * owner->getAnimSpeed(); // flight speed of projectile spi.lastStep = sqrt((float)((destcoord.x - spi.x)*(destcoord.x - spi.x) + (destcoord.y - spi.y) * (destcoord.y - spi.y))) / animSpeed; if(spi.lastStep == 0) spi.lastStep = 1; spi.dx = (destcoord.x - spi.x) / spi.lastStep; spi.dy = (destcoord.y - spi.y) / spi.lastStep; spi.catapultInfo = 0; } else { // Catapult attack // These are the values for equations of this kind: f(x) = ax^2 + bx + c static const std::vector trajectoryCurves = boost::assign::list_of(new CatapultProjectileInfo(4.309, -3.198, 569.2, -296, 182)) (new CatapultProjectileInfo(4.710, -3.11, 558.68, -258, 175))(new CatapultProjectileInfo(5.056, -3.003, 546.9, -236, 174)) (new CatapultProjectileInfo(4.760, -2.74, 526.47, -216, 215))(new CatapultProjectileInfo(4.288, -2.496, 508.98, -223, 274)) (new CatapultProjectileInfo(3.683, -3.018, 558.39, -324, 176))(new CatapultProjectileInfo(2.884, -2.607, 528.95, -366, 312)) (new CatapultProjectileInfo(3.783, -2.364, 501.35, -227, 318)); static std::map hexToCurve = boost::assign::map_list_of(29, 0)(62, 1)(95, 2)(130, 3)(182, 4)(12, 5)(50, 6)(183, 7); std::map::iterator it = hexToCurve.find(dest.hex); if (it == hexToCurve.end()) { tlog1 << "For the hex position " << dest.hex << " is no curve defined."; endAnim(); return false; } else { int curveID = it->second; spi.catapultInfo = trajectoryCurves[curveID]; double animSpeed = 3.318 * owner->getAnimSpeed(); spi.lastStep = (spi.catapultInfo->toX - spi.catapultInfo->fromX) / animSpeed; spi.dx = animSpeed; spi.dy = 0; spi.x = xycoord.x + projectileOrigin.x + shooterInfo->rightMissleOffsetX + 17.; spi.y = xycoord.y + projectileOrigin.y + shooterInfo->rightMissleOffsetY + 10.; // Add explosion anim int xEnd = spi.x + spi.lastStep * spi.dx; int yEnd = spi.catapultInfo->calculateY(xEnd); owner->addNewAnim( new CSpellEffectAnim(owner, "SGEXPL.DEF", xEnd - 126, yEnd - 105)); } } // Set starting frame if(spi.spin) { spi.frameNum = 0; } else { spi.frameNum = ((M_PI/2.0f - projectileAngle) / (2.0f *M_PI) + 1/((float)(2*(owner->idToProjectile[spi.creID]->ourImages.size()-1)))) * (owner->idToProjectile[spi.creID]->ourImages.size()-1); } // Set projectile animation start delay which is specified in frames spi.animStartDelay = shooterInfo->attackClimaxFrame; owner->projectiles.push_back(spi); //attack animation shooting = true; if(projectileAngle > straightAngle) //upper shot group = CCreatureAnim::SHOOT_UP; else if(projectileAngle < -straightAngle) //lower shot group = CCreatureAnim::SHOOT_DOWN; else //straight shot group = CCreatureAnim::SHOOT_FRONT; return true; } void CShootingAnim::nextFrame() { for(std::list >::const_iterator it = owner->pendingAnims.begin(); it != owner->pendingAnims.end(); ++it) { CBattleMoveStart * anim = dynamic_cast(it->first); CReverseAnim * anim2 = dynamic_cast(it->first); if( (anim && anim->stack->ID == stack->ID) || (anim2 && anim2->stack->ID == stack->ID && anim2->priority ) ) return; } CBattleAttack::nextFrame(); } void CShootingAnim::endAnim() { CBattleAnimation::endAnim(); delete this; } CShootingAnim::CShootingAnim(CBattleInterface * _owner, const CStack * attacker, THex _dest, const CStack * _attacked, bool _catapult, int _catapultDmg) : CBattleAttack(_owner, attacker, _dest, _attacked), catapultDamage(_catapultDmg), catapult(_catapult) { } //////////////////////// void CBattleInterface::addNewAnim(CBattleAnimation * anim) { pendingAnims.push_back( std::make_pair(anim, false) ); animsAreDisplayed.setn(true); } CBattleInterface::CBattleInterface(const CCreatureSet * army1, const CCreatureSet * army2, CGHeroInstance *hero1, CGHeroInstance *hero2, const SDL_Rect & myRect, CPlayerInterface * att, CPlayerInterface * defen) : queue(NULL), attackingHeroInstance(hero1), defendingHeroInstance(hero2), animCount(0), activeStack(NULL), stackToActivate(NULL), mouseHoveredStack(-1), previouslyHoveredHex(-1), currentlyHoveredHex(-1), tacticianInterface(NULL), spellDestSelectMode(false), spellToCast(NULL), siegeH(NULL), attackerInt(att), defenderInt(defen), curInt(att), animIDhelper(0), givenCommand(NULL), myTurn(false), resWindow(NULL), moveStarted(false), moveSh(-1), bresult(NULL) { ObjectConstruction h__l__p(this); if(!curInt) curInt = LOCPLINT; //may happen when we are defending during network MP game animsAreDisplayed.setn(false); pos = myRect; strongInterest = true; givenCommand = new CondSh(NULL); if(attackerInt && attackerInt->cb->battleGetTacticDist()) //hotseat -> check tactics for both players (defender may be local human) tacticianInterface = attackerInt; else if(defenderInt && defenderInt->cb->battleGetTacticDist()) tacticianInterface = defenderInt; tacticsMode = tacticianInterface; //if we found interface of player with tactics, then enter tactics mode //create stack queue bool embedQueue = screen->h < 700; queue = new CStackQueue(embedQueue, this); if(!embedQueue) { if(curInt->sysOpts.showQueue) pos.y += queue->pos.h / 2; //center whole window queue->moveTo(Point(pos.x, pos.y - queue->pos.h)); // queue->pos.x = pos.x; // queue->pos.y = pos.y - queue->pos.h; // pos.h += queue->pos.h; // center(); } queue->update(); //preparing siege info const CGTownInstance * town = curInt->cb->battleGetDefendedTown(); if(town && town->hasFort()) { siegeH = new SiegeHelper(town, this); } curInt->battleInt = this; //initializing armies this->army1 = army1; this->army2 = army2; std::vector stacks = curInt->cb->battleGetAllStacks(); BOOST_FOREACH(const CStack *s, stacks) { newStack(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) ); Point moatPos = graphics->wallPositions[siegeH->town->town->typeID][12], mlipPos = graphics->wallPositions[siegeH->town->town->typeID][13]; 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 { std::vector< std::string > & backref = graphics->battleBacks[ curInt->cb->battleGetBattlefieldType() ]; background = BitmapHandler::loadBitmap(backref[ rand() % backref.size()], false ); } //preparing menu background //graphics->blueToPlayersAdv(menu, hero1->tempOwner); //preparing graphics for displaying amounts of creatures amountNormal = BitmapHandler::loadBitmap("CMNUMWIN.BMP"); CSDL_Ext::alphaTransform(amountNormal); transformPalette(amountNormal, 0.59f, 0.19f, 0.93f); amountPositive = BitmapHandler::loadBitmap("CMNUMWIN.BMP"); CSDL_Ext::alphaTransform(amountPositive); transformPalette(amountPositive, 0.18f, 1.00f, 0.18f); amountNegative = BitmapHandler::loadBitmap("CMNUMWIN.BMP"); CSDL_Ext::alphaTransform(amountNegative); transformPalette(amountNegative, 1.00f, 0.18f, 0.18f); amountEffNeutral = BitmapHandler::loadBitmap("CMNUMWIN.BMP"); CSDL_Ext::alphaTransform(amountEffNeutral); transformPalette(amountEffNeutral, 1.00f, 1.00f, 0.18f); ////blitting menu background and terrain // blitAt(background, pos.x, pos.y); // blitAt(menu, pos.x, 556 + pos.y); //preparing buttons and console bOptions = new AdventureMapButton (CGI->generaltexth->zelp[381].first, CGI->generaltexth->zelp[381].second, boost::bind(&CBattleInterface::bOptionsf,this), 3 + pos.x, 561 + pos.y, "icm003.def", SDLK_o); bSurrender = new AdventureMapButton (CGI->generaltexth->zelp[379].first, CGI->generaltexth->zelp[379].second, boost::bind(&CBattleInterface::bSurrenderf,this), 54 + pos.x, 561 + pos.y, "icm001.def", SDLK_s); bFlee = new AdventureMapButton (CGI->generaltexth->zelp[380].first, CGI->generaltexth->zelp[380].second, boost::bind(&CBattleInterface::bFleef,this), 105 + pos.x, 561 + pos.y, "icm002.def", SDLK_r); bFlee->block(!curInt->cb->battleCanFlee()); bSurrender->block(curInt->cb->battleGetSurrenderCost() < 0); bAutofight = new AdventureMapButton (CGI->generaltexth->zelp[382].first, CGI->generaltexth->zelp[382].second, boost::bind(&CBattleInterface::bAutofightf,this), 157 + pos.x, 561 + pos.y, "icm004.def", SDLK_a); bSpell = new AdventureMapButton (CGI->generaltexth->zelp[385].first, CGI->generaltexth->zelp[385].second, boost::bind(&CBattleInterface::bSpellf,this), 645 + pos.x, 561 + pos.y, "icm005.def", SDLK_c); bSpell->block(true); bWait = new AdventureMapButton (CGI->generaltexth->zelp[386].first, CGI->generaltexth->zelp[386].second, boost::bind(&CBattleInterface::bWaitf,this), 696 + pos.x, 561 + pos.y, "icm006.def", SDLK_w); bDefence = new AdventureMapButton (CGI->generaltexth->zelp[387].first, CGI->generaltexth->zelp[387].second, boost::bind(&CBattleInterface::bDefencef,this), 747 + pos.x, 561 + pos.y, "icm007.def", SDLK_d); bDefence->assignedKeys.insert(SDLK_SPACE); bConsoleUp = new AdventureMapButton (std::string(), std::string(), boost::bind(&CBattleInterface::bConsoleUpf,this), 624 + pos.x, 561 + pos.y, "ComSlide.def", SDLK_UP); bConsoleDown = new AdventureMapButton (std::string(), std::string(), boost::bind(&CBattleInterface::bConsoleDownf,this), 624 + pos.x, 580 + pos.y, "ComSlide.def", SDLK_DOWN); bConsoleDown->setOffset(2); console = new CBattleConsole(); console->pos.x = 211 + pos.x; console->pos.y = 560 + pos.y; console->pos.w = 406; console->pos.h = 38; if(tacticsMode) { btactNext = new AdventureMapButton(std::string(), std::string(), boost::bind(&CBattleInterface::bTacticNextStack,this), 213 + pos.x, 560 + pos.y, "icm011.def", SDLK_SPACE); btactEnd = new AdventureMapButton(std::string(), std::string(), boost::bind(&CBattleInterface::bEndTacticPhase,this), 419 + pos.x, 560 + pos.y, "icm012.def", SDLK_RETURN); bDefence->block(true); bWait->block(true); menu = BitmapHandler::loadBitmap("COPLACBR.BMP"); } else { menu = BitmapHandler::loadBitmap("CBAR.BMP"); btactEnd = btactNext = NULL; } graphics->blueToPlayersAdv(menu, curInt->playerID); //loading hero animations if(hero1) // attacking hero { int type = hero1->type->heroType; if ( type % 2 ) type--; if ( hero1->sex ) type++; attackingHero = new CBattleHero(graphics->battleHeroes[type], 0, 0, false, hero1->tempOwner, hero1->tempOwner == curInt->playerID ? hero1 : NULL, this); attackingHero->pos = genRect(attackingHero->dh->ourImages[0].bitmap->h, attackingHero->dh->ourImages[0].bitmap->w, pos.x - 43, pos.y - 19); } else { attackingHero = NULL; } if(hero2) // defending hero { int type = hero2->type->heroType; if ( type % 2 ) type--; if ( hero2->sex ) type++; defendingHero = new CBattleHero(graphics->battleHeroes[type ], 0, 0, true, hero2->tempOwner, hero2->tempOwner == curInt->playerID ? hero2 : NULL, this); defendingHero->pos = genRect(defendingHero->dh->ourImages[0].bitmap->h, defendingHero->dh->ourImages[0].bitmap->w, pos.x + 693, pos.y - 19); } else { defendingHero = NULL; } //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; hh, cellShade->w, x + pos.x, y + pos.y); bfield[h].accessible = true; bfield[h].myInterface = this; } //locking occupied positions on batlefield BOOST_FOREACH(const CStack *s, stacks) //stacks gained at top of this function if(s->position >= 0) //turrets have position < 0 bfield[s->position].accessible = false; //loading projectiles for units BOOST_FOREACH(const CStack *s, stacks) { int creID = (s->getCreature()->idNumber == 149) ? CGI->creh->factionToTurretCreature[siegeH->town->town->typeID] : s->getCreature()->idNumber; //id of creature whose shots should be loaded if(s->getCreature()->isShooting() && vstd::contains(CGI->creh->idToProjectile, creID)) { CDefHandler *&projectile = idToProjectile[s->getCreature()->idNumber]; projectile = CDefHandler::giveDef(CGI->creh->idToProjectile[creID]); if(projectile->ourImages.size() > 2) //add symmetric images { for(int k = projectile->ourImages.size()-2; k > 1; --k) { Cimage ci; ci.bitmap = CSDL_Ext::rotate01(projectile->ourImages[k].bitmap); ci.groupNumber = 0; ci.imName = std::string(); projectile->ourImages.push_back(ci); } } for(int s=0; sourImages.size(); ++s) //alpha transforming { CSDL_Ext::alphaTransform(projectile->ourImages[s].bitmap); } } } //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 std::vector obst = curInt->cb->battleGetAllObstacles(); for(int t=0; theroh->obstacles.find(obst[t].ID)->second.defName); for(int n=0; nourImages.size(); ++n) { SDL_SetColorKey(idToObstacle[obst[t].ID]->ourImages[n].bitmap, SDL_SRCCOLORKEY, SDL_MapRGB(idToObstacle[obst[t].ID]->ourImages[n].bitmap->format,0,255,255)); } } for (int i = 0; i < ARRAY_COUNT(bfield); i++) { children.push_back(&bfield[i]); } if(tacticsMode) { active = 1; bTacticNextStack(); active = 0; } CCS->musich->stopMusic(); int channel = CCS->soundh->playSoundFromSet(CCS->soundh->battleIntroSounds); CCS->soundh->setCallback(channel, boost::bind(&CMusicHandler::playMusicFromSet, CCS->musich, CCS->musich->battleMusics, -1)); } CBattleInterface::~CBattleInterface() { 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); delete bOptions; delete bSurrender; delete bFlee; delete bAutofight; delete bSpell; delete bWait; delete bDefence; delete bConsoleUp; delete bConsoleDown; delete console; delete givenCommand; delete attackingHero; delete defendingHero; delete queue; SDL_FreeSurface(cellBorder); SDL_FreeSurface(cellShade); for(std::map< int, CCreatureAnimation * >::iterator g=creAnims.begin(); g!=creAnims.end(); ++g) delete g->second; for(std::map< int, CDefHandler * >::iterator g=idToProjectile.begin(); g!=idToProjectile.end(); ++g) delete g->second; for(std::map< int, CDefHandler * >::iterator g=idToObstacle.begin(); g!=idToObstacle.end(); ++g) delete g->second; delete siegeH; curInt->battleInt = NULL; //TODO: play AI tracks if battle was during AI turn //if (!curInt->makingTurn) //CCS->musich->playMusicFromSet(CCS->musich->aiMusics, -1); if(adventureInt && adventureInt->selection) { int terrain = LOCPLINT->cb->getTile(adventureInt->selection->visitablePos())->tertype; CCS->musich->playMusic(CCS->musich->terrainMusics[terrain], -1); } } void CBattleInterface::setPrintCellBorders(bool set) { curInt->sysOpts.printCellBorders = set; curInt->sysOpts.settingsChanged(); redrawBackgroundWithHexes(activeStack); GH.totalRedraw(); } void CBattleInterface::setPrintStackRange(bool set) { curInt->sysOpts.printStackRange = set; curInt->sysOpts.settingsChanged(); redrawBackgroundWithHexes(activeStack); GH.totalRedraw(); } void CBattleInterface::setPrintMouseShadow(bool set) { curInt->sysOpts.printMouseShadow = set; curInt->sysOpts.settingsChanged(); } void CBattleInterface::activate() { activateKeys(); activateMouseMove(); activateRClick(); bOptions->activate(); bSurrender->activate(); bFlee->activate(); bAutofight->activate(); bSpell->activate(); bWait->activate(); bDefence->activate(); for(int b=0; bactivate(); if(defendingHero) defendingHero->activate(); if(curInt->sysOpts.showQueue) queue->activate(); if(tacticsMode) { btactNext->activate(); btactEnd->activate(); } else { bConsoleUp->activate(); bConsoleDown->activate(); } LOCPLINT->cingconsole->activate(); } void CBattleInterface::deactivate() { deactivateKeys(); deactivateMouseMove(); deactivateRClick(); bOptions->deactivate(); bSurrender->deactivate(); bFlee->deactivate(); bAutofight->deactivate(); bSpell->deactivate(); bWait->deactivate(); bDefence->deactivate(); for(int b=0; bdeactivate(); if(defendingHero) defendingHero->deactivate(); if(curInt->sysOpts.showQueue) queue->deactivate(); if(tacticsMode) { btactNext->deactivate(); btactEnd->deactivate(); } else { bConsoleUp->deactivate(); bConsoleDown->deactivate(); } LOCPLINT->cingconsole->deactivate(); } void CBattleInterface::show(SDL_Surface * to) { std::vector stacks = curInt->cb->battleGetAllStacks(); //used in a few places ++animCount; if(!to) //"evaluating" to to = screen; SDL_Rect buf; SDL_GetClipRect(to, &buf); SDL_SetClipRect(to, &pos); //printing background and hexes if(activeStack != NULL && creAnims[activeStack->ID]->getType() != 0) //show everything with range { blitAt(backgroundWithHexes, pos.x, pos.y, to); } else { //showing background blitAt(background, pos.x, pos.y, to); if(curInt->sysOpts.printCellBorders) { CSDL_Ext::blit8bppAlphaTo24bpp(cellBorders, NULL, to, &pos); } } //printing hovered cell for(int b=0; bspellh->spells[spellToCast->additionalInfo]; ui8 schoolLevel = 0; if( activeStack->attackerOwned ) { if(attackingHeroInstance) schoolLevel = attackingHeroInstance->getSpellSchoolLevel(&spToCast); } else { if(defendingHeroInstance) schoolLevel = defendingHeroInstance->getSpellSchoolLevel(&spToCast); } //obtaining range and printing it std::set shaded = spToCast.rangeInHexes(b, schoolLevel); for(std::set::iterator it = shaded.begin(); it != shaded.end(); ++it) //for spells with range greater then one hex { if(curInt->sysOpts.printMouseShadow && (*it % BFIELD_WIDTH != 0) && (*it % BFIELD_WIDTH != 16)) { int x = 14 + ((*it/BFIELD_WIDTH)%2==0 ? 22 : 0) + 44*(*it%BFIELD_WIDTH) + pos.x; int y = 86 + 42 * (*it/BFIELD_WIDTH) + pos.y; SDL_Rect temp_rect = genRect(cellShade->h, cellShade->w, x, y); CSDL_Ext::blit8bppAlphaTo24bpp(cellShade, NULL, to, &temp_rect); } } } else if(curInt->sysOpts.printMouseShadow) //when not casting spell { int x = 14 + ((b/BFIELD_WIDTH)%2==0 ? 22 : 0) + 44*(b%BFIELD_WIDTH) + pos.x; int y = 86 + 42 * (b/BFIELD_WIDTH) + pos.y; SDL_Rect temp_rect = genRect(cellShade->h, cellShade->w, x, y); CSDL_Ext::blit8bppAlphaTo24bpp(cellShade, NULL, to, &temp_rect); } } } SDL_SetClipRect(to, &buf); //restoring previous clip_rect //prevents blitting outside this window SDL_GetClipRect(to, &buf); SDL_SetClipRect(to, &pos); //preparing obstacles to be shown std::vector obstacles = curInt->cb->battleGetAllObstacles(); std::multimap hexToObstacle; for(int b=0; bheroh->obstacles.find(obstacles[b].ID)->second.getMaxBlocked(obstacles[b].pos); hexToObstacle.insert(std::make_pair(position, b)); } ////showing units //a lot of work... std::vector stackAliveByHex[BFIELD_SIZE]; //double loop because dead stacks should be printed first for (int i = 0; i < stacks.size(); i++) { const CStack *s = stacks[i]; if(creAnims.find(s->ID) == creAnims.end()) //e.g. for summoned but not yet handled stacks continue; if(creAnims[s->ID]->getType() != 5 && s->position >= 0) //don't show turrets here stackAliveByHex[s->position].push_back(s); } std::vector stackDeadByHex[BFIELD_SIZE]; for (int i = 0; i < stacks.size(); i++) { const CStack *s = stacks[i]; if(creAnims.find(s->ID) == creAnims.end()) //e.g. for summoned but not yet handled stacks continue; if(creAnims[s->ID]->getType() == 5) stackDeadByHex[s->position].push_back(s); } //handle animations for(std::list >::iterator it = pendingAnims.begin(); it != pendingAnims.end(); ++it) { if(!it->first) //this animation should be deleted continue; if(!it->second) { it->second = it->first->init(); } if(it->second && it->first) it->first->nextFrame(); } //delete anims int preSize = pendingAnims.size(); for(std::list >::iterator it = pendingAnims.begin(); it != pendingAnims.end(); ++it) { if(it->first == NULL) { pendingAnims.erase(it); it = pendingAnims.begin(); break; } } if(preSize > 0 && pendingAnims.size() == 0) { //action finished, restore the interface if(!active) activate(); //activation of next stack if(pendingAnims.size() == 0 && stackToActivate != NULL) { activateStack(); } //anims ended animsAreDisplayed.setn(false); } for(int b=0; bID]->nextFrame(to, creAnims[stackDeadByHex[b][v]->ID]->pos.x, creAnims[stackDeadByHex[b][v]->ID]->pos.y, creDir[stackDeadByHex[b][v]->ID], animCount, false); //increment always when moving, never if stack died } } std::vector flyingStacks; //flying stacks should be displayed later, over other stacks and obstacles if (!siegeH) { for(int b = 0; b < BFIELD_SIZE; ++b) //showing alive stacks { showAliveStacks(stackAliveByHex, b, &flyingStacks, to); showObstacles(&hexToObstacle, obstacles, b, to); showPieceOfWall(to, b, stacks); } } // Siege drawing else { for (int i = 0; i < 4; i++) { // xMin, xMax => go from hex x pos to hex x pos // yMin, yMax => go from hex y pos to hex y pos // xMove => 0: left side, 1: right side // xMoveDir => 0: decrement, 1: increment, alters every second hex line either xMin or xMax depending on xMove int xMin, xMax, yMin, yMax, xMove, xMoveDir = 0; switch (i) { // display units shown at the upper left side case 0: xMin = 0; yMin = 0; xMax = 11; yMax = 4; xMove = 1; break; // display wall/units shown at the upper wall area/right upper side case 1: xMin = 12; yMin = 0; xMax = 16; yMax = 4; xMove = 0; break; // display units shown at the lower wall area/right lower side case 2: xMin = 10; yMin = 5; xMax = 16; yMax = 10; xMove = 0; xMoveDir = 1; break; // display units shown at the left lower side case 3: xMin = 0; yMin = 5; xMax = 9; yMax = 10; xMove = 1; xMoveDir = 1; break; } int runNum = 0; for (int j = yMin; j <= yMax; j++) { if (runNum > 0) { if (xMin == xMax) xMax = xMin = ((runNum % 2) == 0) ? (xMin + (xMoveDir == 0 ? -1 : 1)) : xMin; else if (xMove == 1) xMax = ((runNum % 2) == 0) ? (xMax + (xMoveDir == 0 ? -1 : 1)) : xMax; else if (xMove == 0) xMin = ((runNum % 2) == 0) ? (xMin + (xMoveDir == 0 ? -1 : 1)) : xMin; } for (int k = xMin; k <= xMax; k++) { int hex = j * 17 + k; showAliveStacks(stackAliveByHex, hex, &flyingStacks, to); showObstacles(&hexToObstacle, obstacles, hex, to); showPieceOfWall(to, hex, stacks); } ++runNum; } } } for(int b=0; b::iterator it = battleEffects.begin(); it!=battleEffects.end(); ++it) { SDL_Surface * bitmapToBlit = it->anim->ourImages[(it->frame)%it->anim->ourImages.size()].bitmap; SDL_Rect temp_rect = genRect(bitmapToBlit->h, bitmapToBlit->w, it->x, it->y); SDL_BlitSurface(bitmapToBlit, NULL, to, &temp_rect); } } SDL_SetClipRect(to, &buf); //restoring previous clip_rect //showing menu background and console 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 window with result of battle if(resWindow) { resWindow->show(to); } //showing in-game console LOCPLINT->cingconsole->show(to); Rect posWithQueue = Rect(pos.x, pos.y, 800, 600); if(curInt->sysOpts.showQueue) { if(!queue->embedded) { posWithQueue.y -= queue->pos.h; posWithQueue.h += queue->pos.h; } //showing queue if(!bresult) queue->showAll(to); else queue->blitBg(to); //blit only background, stacks are deleted } //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); } } void CBattleInterface::showAliveStacks(std::vector *aliveStacks, int hex, std::vector *flyingStacks, SDL_Surface *to) { //showing hero animations if (hex == 0) if(attackingHero) attackingHero->show(to); if (hex == 16) if(defendingHero) defendingHero->show(to); for(int v = 0; v < aliveStacks[hex].size(); ++v) { const CStack *s = aliveStacks[hex][v]; if(!s->hasBonusOfType(Bonus::FLYING) || creAnims[s->ID]->getType() != 0) showAliveStack(s, to); else flyingStacks->push_back(s); } } void CBattleInterface::showObstacles(std::multimap *hexToObstacle, std::vector &obstacles, int hex, SDL_Surface *to) { std::pair::const_iterator, std::multimap::const_iterator> obstRange = hexToObstacle->equal_range(hex); for(std::multimap::const_iterator it = obstRange.first; it != obstRange.second; ++it) { CObstacleInstance & curOb = obstacles[it->second]; std::pair shift = CGI->heroh->obstacles.find(curOb.ID)->second.posShift; int x = ((curOb.pos/BFIELD_WIDTH)%2==0 ? 22 : 0) + 44*(curOb.pos%BFIELD_WIDTH) + pos.x + shift.first; int y = 86 + 42 * (curOb.pos/BFIELD_WIDTH) + pos.y + shift.second; std::vector &images = idToObstacle[curOb.ID]->ourImages; //reference to animation of obstacle blitAt(images[((animCount+1)/(4/curInt->sysOpts.animSpeed))%images.size()].bitmap, x, y, to); } } void CBattleInterface::keyPressed(const SDL_KeyboardEvent & key) { if(key.keysym.sym == SDLK_q && key.state == SDL_PRESSED) { if(curInt->sysOpts.showQueue) //hide queue hideQueue(); else showQueue(); curInt->sysOpts.settingsChanged(); } else if(key.keysym.sym == SDLK_ESCAPE && spellDestSelectMode) { endCastingSpell(); } } void CBattleInterface::mouseMoved(const SDL_MouseMotionEvent &sEvent) { if(activeStack!= NULL && !spellDestSelectMode) { mouseHoveredStack = -1; int myNumber = -1; //number of hovered tile for(int g = 0; g < BFIELD_SIZE; ++g) { if(bfield[g].hovered && bfield[g].strictHovered) { myNumber = g; break; } } if(myNumber == -1) { CCS->curh->changeGraphic(1, 6); if(console->whoSetAlter == 0) { console->alterTxt = ""; } } else { if(!vstd::contains(occupyableHexes, myNumber) || activeStack->coversPos(myNumber)) { const CStack *shere = curInt->cb->battleGetStackByPos(myNumber); const CStack *sactive = activeStack; if(shere) { if(shere->owner == curInt->playerID) //our stack { if(sactive->hasBonusOfType(Bonus::HEALER)) { //display the possibility to heal this creature CCS->curh->changeGraphic(1,17); } else { //info about creature CCS->curh->changeGraphic(1,5); } //setting console text char buf[500]; sprintf(buf, CGI->generaltexth->allTexts[297].c_str(), shere->count == 1 ? shere->getCreature()->nameSing.c_str() : shere->getCreature()->namePl.c_str()); console->alterTxt = buf; console->whoSetAlter = 0; mouseHoveredStack = shere->ID; if(creAnims[shere->ID]->getType() == CCreatureAnim::HOLDING && creAnims[shere->ID]->framesInGroup(CCreatureAnim::MOUSEON) > 0) { creAnims[shere->ID]->playOnce(CCreatureAnim::MOUSEON); } } else if(curInt->cb->battleCanShoot(activeStack,myNumber)) //we can shoot enemy { if(curInt->cb->battleHasDistancePenalty(activeStack, myNumber) || curInt->cb->battleHasWallPenalty(activeStack, myNumber)) { CCS->curh->changeGraphic(1,15); } else { CCS->curh->changeGraphic(1,3); } //setting console text char buf[500]; //calculating estimated dmg std::pair estimatedDmg = curInt->cb->battleEstimateDamage(sactive, shere); std::ostringstream estDmg; estDmg << estimatedDmg.first << " - " << estimatedDmg.second; //printing sprintf(buf, CGI->generaltexth->allTexts[296].c_str(), shere->count == 1 ? shere->getCreature()->nameSing.c_str() : shere->getCreature()->namePl.c_str(), sactive->shots, estDmg.str().c_str()); console->alterTxt = buf; console->whoSetAlter = 0; } else if(isTileAttackable(myNumber)) //available enemy (melee attackable) { CCursorHandler *cursor = CCS->curh; const CBattleHex &hoveredHex = bfield[myNumber]; const double subdividingAngle = 2.0*M_PI/6.0; // Divide a hex into six sectors. const double hexMidX = hoveredHex.pos.x + hoveredHex.pos.w/2; const double hexMidY = hoveredHex.pos.y + hoveredHex.pos.h/2; const double cursorHexAngle = M_PI - atan2(hexMidY - cursor->ypos, cursor->xpos - hexMidX) + subdividingAngle/2; const double sector = fmod(cursorHexAngle/subdividingAngle, 6.0); const int zigzagCorrection = !((myNumber/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%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/BFIELD_WIDTH == 0) { sectorCursor[1] = -1; sectorCursor[2] = -1; aboveAttackable = false; } else { if (doubleWide) { bool attackRow[4] = {true, true, true, true}; if (myNumber%BFIELD_WIDTH <= 1 || !vstd::contains(occupyableHexes, myNumber - BFIELD_WIDTH - 2 + zigzagCorrection)) attackRow[0] = false; if (!vstd::contains(occupyableHexes, myNumber - BFIELD_WIDTH - 1 + zigzagCorrection)) attackRow[1] = false; if (!vstd::contains(occupyableHexes, myNumber - BFIELD_WIDTH + zigzagCorrection)) attackRow[2] = false; if (myNumber%BFIELD_WIDTH >= BFIELD_WIDTH - 2 || !vstd::contains(occupyableHexes, myNumber - 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 - BFIELD_WIDTH - 1 + zigzagCorrection)) sectorCursor[1] = -1; if (!vstd::contains(occupyableHexes, myNumber - BFIELD_WIDTH + zigzagCorrection)) sectorCursor[2] = -1; } } // Check to the right. if (myNumber%BFIELD_WIDTH >= 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/BFIELD_WIDTH == BFIELD_HEIGHT - 1) { sectorCursor[4] = -1; sectorCursor[5] = -1; belowAttackable = false; } else { if (doubleWide) { bool attackRow[4] = {true, true, true, true}; if (myNumber%BFIELD_WIDTH <= 1 || !vstd::contains(occupyableHexes, myNumber + BFIELD_WIDTH - 2 + zigzagCorrection)) attackRow[0] = false; if (!vstd::contains(occupyableHexes, myNumber + BFIELD_WIDTH - 1 + zigzagCorrection)) attackRow[1] = false; if (!vstd::contains(occupyableHexes, myNumber + BFIELD_WIDTH + zigzagCorrection)) attackRow[2] = false; if (myNumber%BFIELD_WIDTH >= BFIELD_WIDTH - 2 || !vstd::contains(occupyableHexes, myNumber + 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 + BFIELD_WIDTH + zigzagCorrection)) sectorCursor[4] = -1; if (!vstd::contains(occupyableHexes, myNumber + 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 = 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 = sector; } // 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) i = i <= 0 ? 1 - i : -i; // 0, 1, -1, 2, -2, 3, -3 etc.. cursor->changeGraphic(1, sectorCursor[(cursorIndex + i)%sectorCursor.size()]); //setting console info char buf[500]; //calculating estimated dmg std::pair estimatedDmg = curInt->cb->battleEstimateDamage(sactive, shere); std::ostringstream estDmg; estDmg << estimatedDmg.first << " - " << estimatedDmg.second; //printing sprintf(buf, CGI->generaltexth->allTexts[36].c_str(), shere->count == 1 ? shere->getCreature()->nameSing.c_str() : shere->getCreature()->namePl.c_str(), estDmg.str().c_str()); console->alterTxt = buf; console->whoSetAlter = 0; } else //unavailable enemy { CCS->curh->changeGraphic(1,0); console->alterTxt = ""; console->whoSetAlter = 0; } } else if( sactive && sactive->hasBonusOfType(Bonus::CATAPULT) && isCatapultAttackable(myNumber) ) //catapulting { CCS->curh->changeGraphic(1,16); console->alterTxt = ""; console->whoSetAlter = 0; } else //empty unavailable tile { CCS->curh->changeGraphic(1,0); console->alterTxt = ""; console->whoSetAlter = 0; } } else //available tile { //setting console text and cursor const CStack *sactive = activeStack; if(sactive) //there can be a moment when stack is dead ut next is not yet activated { char buf[500]; if(sactive->hasBonusOfType(Bonus::FLYING)) { CCS->curh->changeGraphic(1,2); sprintf(buf, CGI->generaltexth->allTexts[295].c_str(), sactive->count == 1 ? sactive->getCreature()->nameSing.c_str() : sactive->getCreature()->namePl.c_str()); } else { CCS->curh->changeGraphic(1,1); sprintf(buf, CGI->generaltexth->allTexts[294].c_str(), sactive->count == 1 ? sactive->getCreature()->nameSing.c_str() : sactive->getCreature()->namePl.c_str()); } console->alterTxt = buf; console->whoSetAlter = 0; } } } } else if(spellDestSelectMode) { int myNumber = -1; //number of hovered tile for(int g=0; gcurh->changeGraphic(1, 0); //setting console text console->alterTxt = CGI->generaltexth->allTexts[23]; console->whoSetAlter = 0; } else { //get dead stack if we cast resurrection or animate dead const CStack * stackUnder = curInt->cb->battleGetStackByPos(myNumber, spellToCast->additionalInfo != 38 && spellToCast->additionalInfo != 39); if(stackUnder && spellToCast->additionalInfo == 39 && !stackUnder->hasBonusOfType(Bonus::UNDEAD)) //animate dead can be cast only on undead creatures stackUnder = NULL; bool whichCase; //for cases 1, 2 and 3 switch(spellSelMode) { case 1: whichCase = stackUnder && curInt->playerID == stackUnder->owner; break; case 2: whichCase = stackUnder && curInt->playerID != stackUnder->owner; break; case 3: whichCase = stackUnder; break; } switch(spellSelMode) { case 0: CCS->curh->changeGraphic(3, 0); //setting console text char buf[500]; sprintf(buf, CGI->generaltexth->allTexts[26].c_str(), CGI->spellh->spells[spellToCast->additionalInfo]->name.c_str()); console->alterTxt = buf; console->whoSetAlter = 0; break; case 1: case 2: case 3: if( whichCase ) { CCS->curh->changeGraphic(3, 0); //setting console text char buf[500]; std::string creName = stackUnder->count > 1 ? stackUnder->getCreature()->namePl : stackUnder->getCreature()->nameSing; sprintf(buf, CGI->generaltexth->allTexts[27].c_str(), CGI->spellh->spells[spellToCast->additionalInfo]->name.c_str(), creName.c_str()); console->alterTxt = buf; console->whoSetAlter = 0; break; } else { CCS->curh->changeGraphic(1, 0); //setting console text console->alterTxt = CGI->generaltexth->allTexts[23]; console->whoSetAlter = 0; } break; case 4: //TODO: implement this case if( blockedByObstacle(myNumber) ) { CCS->curh->changeGraphic(3, 0); } else { CCS->curh->changeGraphic(1, 0); } break; } } } } void CBattleInterface::clickRight(tribool down, bool previousState) { if(!down && spellDestSelectMode) { endCastingSpell(); } } void CBattleInterface::bOptionsf() { if(spellDestSelectMode) //we are casting a spell return; CCS->curh->changeGraphic(0,0); SDL_Rect temp_rect = genRect(431, 481, 160, 84); CBattleOptionsWindow * optionsWin = new CBattleOptionsWindow(temp_rect, this); GH.pushInt(optionsWin); } void CBattleInterface::bSurrenderf() { if(spellDestSelectMode) //we are casting a spell return; int cost = curInt->cb->battleGetSurrenderCost(); if(cost >= 0) { const CGHeroInstance *opponent = curInt->cb->battleGetFightingHero(1); std::string enemyHeroName = opponent ? opponent->name : "#ENEMY#"; //TODO: should surrendering without enemy hero be enabled? 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, std::vector(), boost::bind(&CBattleInterface::reallySurrender,this), 0, false); } } void CBattleInterface::bFleef() { if(spellDestSelectMode) //we are casting a spell return; if( curInt->cb->battleCanFlee() ) { CFunctionList ony = boost::bind(&CBattleInterface::reallyFlee,this); curInt->showYesNoDialog(CGI->generaltexth->allTexts[28],std::vector(), ony, 0, false); //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 char buffer[1000]; sprintf(buffer, CGI->generaltexth->allTexts[340].c_str(), heroName.c_str()); //The Shackles of War are present. %s can not retreat! //printing message curInt->showInfoDialog(std::string(buffer), comps); } } void CBattleInterface::reallyFlee() { giveCommand(BattleAction::RETREAT,0,0); CCS->curh->changeGraphic(0, 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(BattleAction::SURRENDER,0,0); CCS->curh->changeGraphic(0, 0); } } void CBattleInterface::bAutofightf() { if(spellDestSelectMode) //we are casting a spell return; } void CBattleInterface::bSpellf() { if(spellDestSelectMode) //we are casting a spell return; CCS->curh->changeGraphic(0,0); const CGHeroInstance * chi = NULL; if(attackingHeroInstance->tempOwner == curInt->playerID) chi = attackingHeroInstance; else chi = defendingHeroInstance; CSpellWindow * spellWindow = new CSpellWindow(genRect(595, 620, (conf.cc.resx - 620)/2, (conf.cc.resy - 595)/2), chi, curInt); GH.pushInt(spellWindow); } void CBattleInterface::bWaitf() { if(spellDestSelectMode) //we are casting a spell return; if(activeStack != NULL) giveCommand(8,0,activeStack->ID); } void CBattleInterface::bDefencef() { if(spellDestSelectMode) //we are casting a spell return; if(activeStack != NULL) giveCommand(3,0,activeStack->ID); } 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::newStack(const CStack * stack) { Point coords = CBattleHex::getXYUnitAnim(stack->position, stack->owner == attackingHeroInstance->tempOwner, stack, this);; if(stack->position < 0) //turret { const CCreature & turretCreature = *CGI->creh->creatures[ CGI->creh->factionToTurretCreature[siegeH->town->town->typeID] ]; creAnims[stack->ID] = new CCreatureAnimation(turretCreature.animDefName); // Turret positions are read out of the /config/wall_pos.txt int posID = 0; switch (stack->position) { 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 = graphics->wallPositions[siegeH->town->town->typeID][posID - 1].x + this->pos.x; coords.y = graphics->wallPositions[siegeH->town->town->typeID][posID - 1].y + this->pos.y; } } else { creAnims[stack->ID] = new CCreatureAnimation(stack->getCreature()->animDefName); } creAnims[stack->ID]->setType(CCreatureAnim::HOLDING); creAnims[stack->ID]->pos = Rect(coords.x, coords.y, creAnims[stack->ID]->fullWidth, creAnims[stack->ID]->fullHeight); creDir[stack->ID] = stack->attackerOwned; } void CBattleInterface::stackRemoved(int stackID) { delete creAnims[stackID]; creAnims.erase(stackID); creDir.erase(stackID); } void CBattleInterface::stackActivated(const CStack * stack) //TODO: check it all before game state is changed due to abilities { //don't show animation when no HP is regenerated if (stack->firstHPleft != stack->MaxHealth()) { if( stack->hasBonusOfType(Bonus::HP_REGENERATION) || stack->hasBonusOfType(Bonus::FULL_HP_REGENERATION, 1)) { displayEffect(74, stack->position); CCS->soundh->playSound(soundBase::REGENER); } if( stack->hasBonusOfType(Bonus::FULL_HP_REGENERATION, 0)) { displayEffect(74, stack->position); CCS->soundh->playSound(soundBase::REGENER); } } if(stack->hasBonusOfType(Bonus::MANA_DRAIN)) { CGHeroInstance * enemy = NULL; //probably could be smarter and not duplicated if (defendingHero) if (defendingHero->myHero->tempOwner != stack->owner) enemy = const_cast(defendingHero->myHero); if (attackingHero) if (attackingHero->myHero->tempOwner != stack->owner) enemy = const_cast(attackingHero->myHero); if (enemy) { ui32 manaDrained = stack->valOfBonuses(Bonus::MANA_DRAIN); amin (manaDrained, enemy->mana); if (manaDrained) { displayEffect(77, stack->position); CCS->soundh->playSound(soundBase::MANADRAI); } } } if(stack->hasBonusOfType(Bonus::POISON)) { displayEffect(67, stack->position); CCS->soundh->playSound(soundBase::POISON); } //givenCommand = NULL; stackToActivate = stack; if(pendingAnims.size() == 0) activateStack(); } void CBattleInterface::stackMoved(const CStack * stack, std::vector destHex, int distance) { addNewAnim(new CBattleStackMoved(this, stack, destHex, distance)); waitForAnims(); } void CBattleInterface::stacksAreAttacked(std::vector attackedInfos) { for(int h = 0; h < attackedInfos.size(); ++h) { addNewAnim(new CDefenceAnim(attackedInfos[h], this)); if (attackedInfos[h].rebirth) { displayEffect(50, attackedInfos[h].defender->position); //TODO: play reverse death animation CCS->soundh->playSound(soundBase::RESURECT); } } waitForAnims(); int targets = 0, killed = 0, damage = 0; for(int h = 0; h < attackedInfos.size(); ++h) { ++targets; killed += attackedInfos[h].killed; damage += attackedInfos[h].dmg; } if (targets > 1) printConsoleAttacked(attackedInfos.front().defender, damage, killed, attackedInfos.front().attacker, true); //creatures perish else printConsoleAttacked(attackedInfos.front().defender, damage, killed, attackedInfos.front().attacker, false); for(int h = 0; h < attackedInfos.size(); ++h) { if (attackedInfos[h].rebirth) creAnims[attackedInfos[h].defender->ID]->setType(CCreatureAnim::HOLDING); } } void CBattleInterface::stackAttacking( const CStack * attacker, THex dest, const CStack * attacked, bool shooting ) { if (shooting) { addNewAnim(new CShootingAnim(this, attacker, dest, attacked)); } else { addNewAnim(new CMeleeAttack(this, attacker, dest, attacked)); } waitForAnims(); } void CBattleInterface::newRoundFirst( int round ) { //handle regeneration std::vector stacks = curInt->cb->battleGetStacks(); //gets only alive stacks // BOOST_FOREACH(const CStack *s, stacks) // { // } waitForAnims(); } void CBattleInterface::newRound(int number) { console->addText(CGI->generaltexth->allTexts[412]); //unlock spellbook //bSpell->block(!curInt->cb->battleCanCastSpell()); //don't unlock spellbook - this should be done when we have axctive creature } void CBattleInterface::giveCommand(ui8 action, THex tile, ui32 stack, si32 additional) { if(!curInt->cb->battleGetStackByID(stack) && action != 1 && action != 4 && action != 5) { return; } BattleAction * ba = new BattleAction(); //is deleted in CPlayerInterface::activeStack() ba->side = defendingHeroInstance ? (curInt->playerID == defendingHeroInstance->tempOwner) : false; ba->actionType = action; ba->destinationTile = tile; ba->stackNumber = stack; ba->additionalInfo = additional; //some basic validations switch(action) { case 6: assert(curInt->cb->battleGetStackByPos(additional)); //stack to attack must exist case 2: case 7: case 9: assert(tile < BFIELD_SIZE); break; } if(!tacticsMode) { myTurn = false; activeStack = NULL; givenCommand->setn(ba); } else { curInt->cb->battleMakeTacticAction(ba); delNull(ba); bTacticNextStack(); } } bool CBattleInterface::isTileAttackable(const THex & number) const { for(size_t b=0; b obstacles = curInt->cb->battleGetAllObstacles(); std::set coveredHexes; for(int b = 0; b < obstacles.size(); ++b) { std::vector blocked = CGI->heroh->obstacles.find(obstacles[b].ID)->second.getBlocked(obstacles[b].pos); for(int w = 0; w < blocked.size(); ++w) coveredHexes.insert(blocked[w]); } return vstd::contains(coveredHexes, hex); } bool CBattleInterface::isCatapultAttackable(THex hex) const { if(!siegeH) return false; int wallUnder = curInt->cb->battleGetWallUnderHex(hex); if(wallUnder == -1) return false; return curInt->cb->battleGetWallState(wallUnder) < 3; } const CGHeroInstance * CBattleInterface::getActiveHero() { const CStack * attacker = activeStack; if (!attacker) { return NULL; } if (attacker->attackerOwned) { return attackingHeroInstance; } return defendingHeroInstance; } void CBattleInterface::hexLclicked(int whichOne) { const CStack * actSt = activeStack; const CStack* dest = curInt->cb->battleGetStackByPos(whichOne); //creature at destination tile; -1 if there is no one if(!actSt) { tlog3 << "Hex l-clicked when no active stack!\n"; return; } if( ((whichOne%BFIELD_WIDTH)!=0 && (whichOne%BFIELD_WIDTH)!=(BFIELD_WIDTH-1)) //if player is trying to attack enemey unit or move creature stack || (actSt->hasBonusOfType(Bonus::CATAPULT) && !spellDestSelectMode || dest ) //enemy's first aid tent can stand there and we want to shoot it ) { if(!myTurn) return; //we are not permit to do anything if(spellDestSelectMode) { //checking destination bool allowCasting = true; bool onlyAlive = spellToCast->additionalInfo != 38 && spellToCast->additionalInfo != 39; //when casting resurrection or animate dead we should be allow to select dead stack switch(spellSelMode) { case 1: if(!curInt->cb->battleGetStackByPos(whichOne, onlyAlive) || curInt->playerID != curInt->cb->battleGetStackByPos(whichOne, onlyAlive)->owner ) allowCasting = false; break; case 2: if(!curInt->cb->battleGetStackByPos(whichOne, onlyAlive) || curInt->playerID == curInt->cb->battleGetStackByPos(whichOne, onlyAlive)->owner ) allowCasting = false; break; case 3: if(!curInt->cb->battleGetStackByPos(whichOne, onlyAlive)) allowCasting = false; break; case 4: if(!blockedByObstacle(whichOne)) allowCasting = false; case 5: //teleport const CSpell *s = CGI->spellh->spells[spellToCast->additionalInfo]; ui8 skill = getActiveHero()->getSpellSchoolLevel(s); //skill level if (!curInt->cb->battleCanTeleportTo(activeStack, whichOne, skill)) { allowCasting = false; } break; } //destination checked if(allowCasting) { spellToCast->destinationTile = whichOne; curInt->cb->battleMakeAction(spellToCast); endCastingSpell(); } } else //we don't cast any spell { if(!dest || !dest->alive()) //no creature at that tile { if(std::find(occupyableHexes.begin(),occupyableHexes.end(),whichOne)!=occupyableHexes.end())// and it's in our range { CCS->curh->changeGraphic(1, 6); //cursor should be changed if(activeStack->doubleWide()) { std::vector acc = curInt->cb->battleGetAvailableHexes(activeStack, false); int shiftedDest = whichOne + (activeStack->attackerOwned ? 1 : -1); if(vstd::contains(acc, whichOne)) giveCommand(2,whichOne,activeStack->ID); else if(vstd::contains(acc, shiftedDest)) giveCommand(2,shiftedDest,activeStack->ID); } else { giveCommand(2,whichOne,activeStack->ID); } } else if(actSt->hasBonusOfType(Bonus::CATAPULT) && isCatapultAttackable(whichOne)) //attacking (catapult) { giveCommand(9,whichOne,activeStack->ID); } } else if(dest->owner != actSt->owner && curInt->cb->battleCanShoot(activeStack, whichOne) ) //shooting { CCS->curh->changeGraphic(1, 6); //cursor should be changed giveCommand(7,whichOne,activeStack->ID); } else if(dest->owner != actSt->owner) //attacking { const CStack * actStack = activeStack; int attackFromHex = -1; //hex from which we will attack chosen stack switch(CCS->curh->number) { case 12: //from bottom right { bool doubleWide = actStack->doubleWide(); int destHex = whichOne + ( (whichOne/BFIELD_WIDTH)%2 ? BFIELD_WIDTH : BFIELD_WIDTH+1 ) + (actStack->attackerOwned && doubleWide ? 1 : 0); if(vstd::contains(occupyableHexes, destHex)) attackFromHex = destHex; else if(actStack->attackerOwned) //if we are attacker { if(vstd::contains(occupyableHexes, destHex+1)) attackFromHex = destHex+1; } else //if we are defender { if(vstd::contains(occupyableHexes, destHex-1)) attackFromHex = destHex-1; } break; } case 7: //from bottom left { int destHex = whichOne + ( (whichOne/BFIELD_WIDTH)%2 ? BFIELD_WIDTH-1 : BFIELD_WIDTH ); if(vstd::contains(occupyableHexes, destHex)) attackFromHex = destHex; else if(actStack->attackerOwned) //if we are attacker { if(vstd::contains(occupyableHexes, destHex+1)) attackFromHex = destHex+1; } else //if we are defender { if(vstd::contains(occupyableHexes, destHex-1)) attackFromHex = destHex-1; } break; } case 8: //from left { if(actStack->doubleWide() && !actStack->attackerOwned) { std::vector acc = curInt->cb->battleGetAvailableHexes(activeStack, false); if(vstd::contains(acc, whichOne)) attackFromHex = whichOne - 1; else attackFromHex = whichOne - 2; } else { attackFromHex = whichOne - 1; } break; } case 9: //from top left { int destHex = whichOne - ( (whichOne/BFIELD_WIDTH)%2 ? BFIELD_WIDTH+1 : BFIELD_WIDTH ); if(vstd::contains(occupyableHexes, destHex)) attackFromHex = destHex; else if(actStack->attackerOwned) //if we are attacker { if(vstd::contains(occupyableHexes, destHex+1)) attackFromHex = destHex+1; } else //if we are defender { if(vstd::contains(occupyableHexes, destHex-1)) attackFromHex = destHex-1; } break; } case 10: //from top right { bool doubleWide = actStack->doubleWide(); int destHex = whichOne - ( (whichOne/BFIELD_WIDTH)%2 ? BFIELD_WIDTH : BFIELD_WIDTH-1 ) + (actStack->attackerOwned && doubleWide ? 1 : 0); if(vstd::contains(occupyableHexes, destHex)) attackFromHex = destHex; else if(actStack->attackerOwned) //if we are attacker { if(vstd::contains(occupyableHexes, destHex+1)) attackFromHex = destHex+1; } else //if we are defender { if(vstd::contains(occupyableHexes, destHex-1)) attackFromHex = destHex-1; } break; } case 11: //from right { if(actStack->doubleWide() && actStack->attackerOwned) { std::vector acc = curInt->cb->battleGetAvailableHexes(activeStack, false); if(vstd::contains(acc, whichOne)) attackFromHex = whichOne + 1; else attackFromHex = whichOne + 2; } else { attackFromHex = whichOne + 1; } break; } case 13: //from bottom { int destHex = whichOne + ( (whichOne/BFIELD_WIDTH)%2 ? BFIELD_WIDTH : BFIELD_WIDTH+1 ); if(vstd::contains(occupyableHexes, destHex)) attackFromHex = destHex; else if(attackingHeroInstance->tempOwner == curInt->cb->getMyColor()) //if we are attacker { if(vstd::contains(occupyableHexes, destHex+1)) attackFromHex = destHex+1; } else //if we are defender { if(vstd::contains(occupyableHexes, destHex-1)) attackFromHex = destHex-1; } break; } case 14: //from top { int destHex = whichOne - ( (whichOne/BFIELD_WIDTH)%2 ? BFIELD_WIDTH : BFIELD_WIDTH-1 ); if(vstd::contains(occupyableHexes, destHex)) attackFromHex = destHex; else if(attackingHeroInstance->tempOwner == curInt->cb->getMyColor()) //if we are attacker { if(vstd::contains(occupyableHexes, destHex+1)) attackFromHex = destHex+1; } else //if we are defender { if(vstd::contains(occupyableHexes, destHex-1)) attackFromHex = destHex-1; } break; } } if(attackFromHex >= 0) //we can be in this line when unreachable creature is L - clicked (as of revision 1308) { giveCommand(6, attackFromHex, activeStack->ID, whichOne); CCS->curh->changeGraphic(1, 6); //cursor should be changed } } else if (actSt->hasBonusOfType(Bonus::HEALER) && actSt->owner == dest->owner) //friendly creature we can heal { giveCommand(12, whichOne, activeStack->ID); //command healing CCS->curh->changeGraphic(1, 6); //cursor should be changed } } } } void CBattleInterface::stackIsCatapulting(const CatapultAttack & ca) { for(std::set< std::pair< std::pair< ui8, si16 >, ui8> >::const_iterator it = ca.attackedParts.begin(); it != ca.attackedParts.end(); ++it) { const CStack * stack = curInt->cb->battleGetStackByID(ca.attacker); addNewAnim(new CShootingAnim(this, stack, it->first.second, NULL, true, it->second)); SDL_FreeSurface(siegeH->walls[it->first.first + 2]); siegeH->walls[it->first.first + 2] = BitmapHandler::loadBitmap( siegeH->getSiegeName(it->first.first + 2, curInt->cb->battleGetWallState(it->first.first)) ); } waitForAnims(); } void CBattleInterface::battleFinished(const BattleResult& br) { bresult = &br; LOCPLINT->pim->unlock(); animsAreDisplayed.waitUntil(false); LOCPLINT->pim->lock(); displayBattleFinished(); } void CBattleInterface::displayBattleFinished() { CCS->curh->changeGraphic(0,0); SDL_Rect temp_rect = genRect(561, 470, (screen->w - 800)/2 + 165, (screen->h - 600)/2 + 19); resWindow = new CBattleResultWindow(*bresult, temp_rect, this); GH.pushInt(resWindow); } void CBattleInterface::spellCast( const BattleSpellCast * sc ) { const CSpell &spell = *CGI->spellh->spells[sc->id]; //spell opening battle is cast when no stack is active if(sc->castedByHero && ( activeStack == NULL || sc->side == !activeStack->attackerOwned) ) bSpell->block(true); std::vector< std::string > anims; //for magic arrow and ice bolt if (vstd::contains(CCS->soundh->spellSounds, &spell)) CCS->soundh->playSound(CCS->soundh->spellSounds[&spell]); switch(sc->id) { case 15: //magic arrow { //initialization of anims anims.push_back("C20SPX0.DEF"); anims.push_back("C20SPX1.DEF"); anims.push_back("C20SPX2.DEF"); anims.push_back("C20SPX3.DEF"); anims.push_back("C20SPX4.DEF"); } case 16: //ice bolt { if(anims.size() == 0) //initialization of anims { anims.push_back("C08SPW0.DEF"); anims.push_back("C08SPW1.DEF"); anims.push_back("C08SPW2.DEF"); anims.push_back("C08SPW3.DEF"); anims.push_back("C08SPW4.DEF"); } } //end of ice bolt only part { //common ice bolt and magic arrow part //initial variables std::string animToDisplay; Point srccoord = (sc->side ? Point(770, 60) : Point(30, 60)) + pos; Point destcoord = CBattleHex::getXYUnitAnim(sc->tile, !sc->side, curInt->cb->battleGetStackByPos(sc->tile), this); //position attacked by arrow destcoord.x += 250; destcoord.y += 240; //animation angle float angle = atan2(float(destcoord.x - srccoord.x), float(destcoord.y - srccoord.y)); bool Vflip = false; if (angle < 0) { Vflip = true; angle = -angle; } //choosing animation by angle if(angle > 1.50) animToDisplay = anims[0]; else if(angle > 1.20) animToDisplay = anims[1]; else if(angle > 0.90) animToDisplay = anims[2]; else if(angle > 0.60) animToDisplay = anims[3]; else animToDisplay = anims[4]; //displaying animation CDefEssential * animDef = CDefHandler::giveDefEss(animToDisplay); int steps = sqrt((float)((destcoord.x - srccoord.x)*(destcoord.x - srccoord.x) + (destcoord.y - srccoord.y) * (destcoord.y - srccoord.y))) / 40; if(steps <= 0) steps = 1; int dx = (destcoord.x - srccoord.x - animDef->ourImages[0].bitmap->w)/steps, dy = (destcoord.y - srccoord.y - animDef->ourImages[0].bitmap->h)/steps; delete animDef; addNewAnim(new CSpellEffectAnim(this, animToDisplay, srccoord.x, srccoord.y, dx, dy, Vflip)); break; //for 15 and 16 cases } case 17: //lightning bolt case 57: //Titan's Thunder case 77: //thunderbolt displayEffect(1, sc->tile); displayEffect(spell.mainEffectAnim, sc->tile); break; case 35: //dispel case 37: //cure case 38: //resurrection case 39: //animate dead for(std::set::const_iterator it = sc->affectedCres.begin(); it != sc->affectedCres.end(); ++it) { displayEffect(spell.mainEffectAnim, curInt->cb->battleGetStackByID(*it, false)->position); } break; case 66: case 67: case 68: case 69: //summon elemental addNewAnim(new CDummyAnim(this, 2)); break; } //switch(sc->id) //support for resistance for(int j=0; jresisted.size(); ++j) { int tile = curInt->cb->battleGetStackByID(sc->resisted[j])->position; displayEffect(78, tile); } //displaying message in console bool customSpell = false; bool plural = false; //add singular / plural form of creature text if this is true int textID = 0; if(sc->affectedCres.size() == 1) { std::string text = CGI->generaltexth->allTexts[195]; if(sc->castedByHero) { boost::algorithm::replace_first(text, "%s", curInt->cb->battleGetFightingHero(sc->side)->name); boost::algorithm::replace_first(text, "%s", CGI->spellh->spells[sc->id]->name); //spell name boost::algorithm::replace_first(text, "%s", curInt->cb->battleGetStackByID(*sc->affectedCres.begin(), false)->getCreature()->namePl ); //target } else { switch(sc->id) { case 70: //Stone Gaze customSpell = true; plural = true; textID = 558; break; case 71: //Poison customSpell = true; plural = true; textID = 561; break; case 72: //Bind customSpell = true; text = CGI->generaltexth->allTexts[560]; boost::algorithm::replace_first(text, "%s", curInt->cb->battleGetStackByID(*sc->affectedCres.begin(), false)->getCreature()->namePl ); break; //Roots and vines bind the %s to the ground! case 73: //Disease customSpell = true; plural = true; textID = 553; break; case 74: //Paralyze customSpell = true; plural = true; textID = 563; break; case 75: // Aging { customSpell = true; if (curInt->cb->battleGetStackByID(*sc->affectedCres.begin())->count > 1) { text = CGI->generaltexth->allTexts[552]; boost::algorithm::replace_first(text, "%s", curInt->cb->battleGetStackByID(*sc->affectedCres.begin())->type->namePl); } else { text = CGI->generaltexth->allTexts[551]; boost::algorithm::replace_first(text, "%s", curInt->cb->battleGetStackByID(*sc->affectedCres.begin())->type->nameSing); } //The %s shrivel with age, and lose %d hit points." boost::shared_ptr bl = curInt->cb->battleGetStackByID(*sc->affectedCres.begin(), false)->getBonuses(Selector::type(Bonus::STACK_HEALTH)); bl->remove_if(Selector::source(Bonus::SPELL_EFFECT, 75)); boost::algorithm::replace_first(text, "%d", boost::lexical_cast(bl->totalValue()/2)); } break; case 77: //Thunderbolt text = CGI->generaltexth->allTexts[367]; boost::algorithm::replace_first(text, "%s", curInt->cb->battleGetStackByID(*sc->affectedCres.begin())->type->namePl); console->addText(text); text = CGI->generaltexth->allTexts[343].substr(1, CGI->generaltexth->allTexts[343].size() - 1); //Does %d points of damage. boost::algorithm::replace_first(text, "%d", boost::lexical_cast(sc->dmgToDisplay)); //no more text afterwards console->addText(text); customSpell = true; text = ""; //yeah, it's a terrible mess break; case 78: //Dispell helpful spells text = CGI->generaltexth->allTexts[555]; boost::algorithm::replace_first(text, "%s", curInt->cb->battleGetStackByID(*sc->affectedCres.begin())->type->namePl); customSpell = true; break; case 79: // Death Stare customSpell = true; if (sc->dmgToDisplay) { if (sc->dmgToDisplay > 1) { text = CGI->generaltexth->allTexts[119]; //%d %s die under the terrible gaze of the %s. boost::algorithm::replace_first(text, "%d", boost::lexical_cast(sc->dmgToDisplay)); boost::algorithm::replace_first(text, "%s", curInt->cb->battleGetStackByID(*sc->affectedCres.begin(), false)->getCreature()->namePl ); } else { text = CGI->generaltexth->allTexts[118]; //One %s dies under the terrible gaze of the %s. boost::algorithm::replace_first(text, "%s", curInt->cb->battleGetStackByID(*sc->affectedCres.begin())->type->nameSing); } boost::algorithm::replace_first(text, "%s", CGI->creh->creatures[sc->attackerType]->namePl); //casting stack } else text = ""; break; default: text = CGI->generaltexth->allTexts[565]; //The %s casts %s boost::algorithm::replace_first(text, "%s", CGI->creh->creatures[sc->attackerType]->namePl); //casting stack } if (plural) { if (curInt->cb->battleGetStackByID(*sc->affectedCres.begin())->count > 1) { text = CGI->generaltexth->allTexts[textID + 1]; boost::algorithm::replace_first(text, "%s", curInt->cb->battleGetStackByID(*sc->affectedCres.begin())->type->namePl); } else { text = CGI->generaltexth->allTexts[textID]; boost::algorithm::replace_first(text, "%s", curInt->cb->battleGetStackByID(*sc->affectedCres.begin())->type->nameSing); } } } if (!customSpell && !sc->dmgToDisplay) boost::algorithm::replace_first(text, "%s", CGI->spellh->spells[sc->id]->name); //simple spell name if (text.size()) console->addText(text); } else { std::string text = CGI->generaltexth->allTexts[196]; if(sc->castedByHero) { boost::algorithm::replace_first(text, "%s", curInt->cb->battleGetFightingHero(sc->side)->name); } else if(sc->attackerType < CGI->creh->creatures.size()) { boost::algorithm::replace_first(text, "%s", CGI->creh->creatures[sc->attackerType]->namePl); //creature caster } else { //TODO artifacts that cast spell; scripts some day boost::algorithm::replace_first(text, "Something", CGI->creh->creatures[sc->attackerType]->namePl); //creature caster } boost::algorithm::replace_first(text, "%s", CGI->spellh->spells[sc->id]->name); console->addText(text); } if(sc->dmgToDisplay && !customSpell) { std::string dmgInfo = CGI->generaltexth->allTexts[376]; boost::algorithm::replace_first(dmgInfo, "%s", CGI->spellh->spells[sc->id]->name); //simple spell name boost::algorithm::replace_first(dmgInfo, "%d", boost::lexical_cast(sc->dmgToDisplay)); console->addText(dmgInfo); //todo: casualties (?) } waitForAnims(); } void CBattleInterface::battleStacksEffectsSet(const SetStackEffect & sse) { int effID = sse.effect.back().sid; if(effID != -1) //can be -1 for defensive stance effect { for(std::vector::const_iterator ci = sse.stacks.begin(); ci!=sse.stacks.end(); ++ci) { displayEffect(CGI->spellh->spells[effID]->mainEffectAnim, curInt->cb->battleGetStackByID(*ci)->position); } } else if (sse.stacks.size() == 1 && sse.effect.size() == 2) { const Bonus & bns = sse.effect.front(); if (bns.source == Bonus::OTHER && bns.type == Bonus::PRIMARY_SKILL) { //defensive stance const CStack * stack = LOCPLINT->cb->battleGetStackByID(*sse.stacks.begin()); int txtid = 120; if(stack->count != 1) txtid++; //move to plural text char txt[4000]; BonusList defenseBonuses = *(stack->getBonuses(Selector::typeSubtype(Bonus::PRIMARY_SKILL, PrimarySkill::DEFENSE))); defenseBonuses.remove_if(Selector::durationType(Bonus::STACK_GETS_TURN)); //remove bonuses gained from defensive stance int val = stack->Defense() - defenseBonuses.totalValue(); sprintf(txt, CGI->generaltexth->allTexts[txtid].c_str(), (stack->count != 1) ? stack->getCreature()->namePl.c_str() : stack->getCreature()->nameSing.c_str(), val); console->addText(txt); } } if (activeStack != NULL) //it can be -1 when a creature casts effect { redrawBackgroundWithHexes(activeStack); } } void CBattleInterface::castThisSpell(int spellID) { BattleAction * ba = new BattleAction; ba->actionType = BattleAction::HERO_SPELL; ba->additionalInfo = spellID; //spell number ba->destinationTile = -1; ba->stackNumber = (attackingHeroInstance->tempOwner == curInt->playerID) ? -1 : -2; ba->side = defendingHeroInstance ? (curInt->playerID == defendingHeroInstance->tempOwner) : false; spellToCast = ba; spellDestSelectMode = true; //choosing possible tragets const CGHeroInstance * castingHero = (attackingHeroInstance->tempOwner == curInt->playerID) ? attackingHeroInstance : defendingHeroInstance; const CSpell & spell = *CGI->spellh->spells[spellID]; spellSelMode = 0; if(spell.getTargetType() == CSpell::CREATURE) { switch(spell.positiveness) { case -1 : spellSelMode = 2; break; case 0: spellSelMode = 3; break; case 1: spellSelMode = 1; break; } } if(spell.getTargetType() == CSpell::CREATURE_EXPERT_MASSIVE) { if(castingHero && castingHero->getSpellSchoolLevel(&spell) < 3) { switch(spell.positiveness) { case -1 : spellSelMode = 2; break; case 0: spellSelMode = 3; break; case 1: spellSelMode = 1; break; } } else { spellSelMode = -1; } } if(spell.getTargetType() == CSpell::OBSTACLE) { spellSelMode = 4; } if(spell.range[ castingHero->getSpellSchoolLevel(&spell) ] == "X") //spell has no range { spellSelMode = -1; } if(spell.id == 63) //teleport { spellSelMode = 5; } if(spell.range[ castingHero->getSpellSchoolLevel(&spell) ].size() > 1) //spell has many-hex range { spellSelMode = 0; } if(spellSelMode == -1) //user does not have to select location { spellToCast->destinationTile = -1; curInt->cb->battleMakeAction(spellToCast); endCastingSpell(); } else { CCS->curh->changeGraphic(3, 0); } } void CBattleInterface::displayEffect(ui32 effect, int destTile) { addNewAnim(new CSpellEffectAnim(this, effect, destTile)); } void CBattleInterface::setAnimSpeed(int set) { curInt->sysOpts.animSpeed = set; curInt->sysOpts.settingsChanged(); } int CBattleInterface::getAnimSpeed() const { return curInt->sysOpts.animSpeed; } void CBattleInterface::activateStack() { activeStack = stackToActivate; stackToActivate = NULL; const CStack *s = activeStack; myTurn = true; if(attackerInt && defenderInt) //hotseat -> need to pick which interface "takes over" as active curInt = attackerInt->playerID == s->owner ? attackerInt : defenderInt; queue->update(); redrawBackgroundWithHexes(activeStack); bWait->block(vstd::contains(s->state, WAITING)); //block waiting button if stack has been already waiting //block cast spell button if hero doesn't have a spellbook bSpell->block(!curInt->cb->battleCanCastSpell()); bSurrender->block((curInt == attackerInt ? defendingHeroInstance : attackingHeroInstance) == NULL); bFlee->block(!curInt->cb->battleCanFlee()); bSurrender->block(curInt->cb->battleGetSurrenderCost() < 0); GH.fakeMouseMove(); if(!pendingAnims.size() && !active) activate(); } float CBattleInterface::getAnimSpeedMultiplier() const { switch(curInt->sysOpts.animSpeed) { case 1: return 3.5f; case 2: return 2.2f; case 4: return 1.0f; default: return 0.0f; } } void CBattleInterface::endCastingSpell() { assert(spellDestSelectMode); delete spellToCast; spellToCast = NULL; spellDestSelectMode = false; CCS->curh->changeGraphic(1, 6); } void CBattleInterface::showAliveStack(const CStack *stack, SDL_Surface * to) { int ID = stack->ID; if(creAnims.find(ID) == creAnims.end()) //eg. for summoned but not yet handled stacks return; const CCreature *creature = stack->getCreature(); SDL_Rect unitRect = {creAnims[ID]->pos.x, creAnims[ID]->pos.y, creAnims[ID]->fullWidth, creAnims[ID]->fullHeight}; int animType = creAnims[ID]->getType(); int affectingSpeed = curInt->sysOpts.animSpeed; if(animType == 1 || animType == 2) //standing stacks should not stand faster :) affectingSpeed = 2; bool incrementFrame = (animCount%(4/affectingSpeed)==0) && animType!=5 && animType!=20 && animType!=2; if (creature->idNumber == 149) { // a turret creature has a limited height, so cut it at a certain position; turret creature has no standing anim unitRect.h = graphics->wallPositions[siegeH->town->town->typeID][20].y; } else { // standing animation if(animType == 2) { if(standingFrame.find(ID)!=standingFrame.end()) { incrementFrame = (animCount%(8/affectingSpeed)==0); if(incrementFrame) { ++standingFrame[ID]; if(standingFrame[ID] == creAnims[ID]->framesInGroup(CCreatureAnim::HOLDING)) { standingFrame.erase(standingFrame.find(ID)); } } } else { if((rand()%50) == 0) { standingFrame.insert(std::make_pair(ID, 0)); } } } } // As long as the projectile of the shooter-stack is flying incrementFrame should be false bool shootingFinished = true; for (std::list::iterator it = projectiles.begin(); it != projectiles.end(); ++it) { if (it->stackID == ID) { shootingFinished = false; if (it->animStartDelay == 0) incrementFrame = false; } } // Increment always when moving, never if stack died creAnims[ID]->nextFrame(to, unitRect.x, unitRect.y, creDir[ID], animCount, incrementFrame, activeStack && ID==activeStack->ID, ID==mouseHoveredStack, &unitRect); //printing amount if(stack->count > 0 //don't print if stack is not alive && (!curInt->curAction || (curInt->curAction->stackNumber != ID //don't print if stack is currently taking an action && (curInt->curAction->actionType != BattleAction::WALK_AND_ATTACK || stack->position != curInt->curAction->additionalInfo) //nor if it's an object of attack && (curInt->curAction->destinationTile != stack->position) //nor if it's on destination tile for current action ) ) && !stack->hasBonusOfType(Bonus::SIEGE_WEAPON) //and not a war machine... ) { const THex nextPos = stack->position + (stack->attackerOwned ? 1 : -1); const bool edge = stack->position % BFIELD_WIDTH == (stack->attackerOwned ? BFIELD_WIDTH - 2 : 1); const bool moveInside = !edge && !isHexAccessible(nextPos); int xAdd = (stack->attackerOwned ? 220 : 202) + (stack->doubleWide() ? 44 : 0) * (stack->attackerOwned ? +1 : -1) + (moveInside ? amountNormal->w + 10 : 0) * (stack->attackerOwned ? -1 : +1); //blitting amount background box SDL_Surface *amountBG = NULL; boost::shared_ptr spellEffects = stack->getSpellBonuses(); if(!spellEffects->size()) { amountBG = amountNormal; } else { int pos=0; //determining total positiveness of effects std::vector spellIds = stack->activeSpells(); for(std::vector::const_iterator it = spellIds.begin(); it != spellIds.end(); it++) { pos += CGI->spellh->spells[ *it ]->positiveness; } if(pos > 0) { amountBG = amountPositive; } else if(pos < 0) { amountBG = amountNegative; } else { amountBG = amountEffNeutral; } } SDL_Rect temp_rect = genRect(amountNormal->h, amountNormal->w, creAnims[ID]->pos.x + xAdd, creAnims[ID]->pos.y + 260); SDL_BlitSurface(amountBG, NULL, to, &temp_rect); //blitting amount CSDL_Ext::printAtMiddle( makeNumberShort(stack->count), creAnims[ID]->pos.x + xAdd + 15, creAnims[ID]->pos.y + 260 + 5, FONT_TINY, zwykly, to ); } } void CBattleInterface::showPieceOfWall(SDL_Surface * to, int hex, const std::vector & stacks) { if(!siegeH) return; using namespace boost::assign; static const std::map > hexToPart = map_list_of >(12, list_of(8)(1)(7))(45, list_of(12)(6)) /*gate (78, list_of(9))*/(101, list_of(10))(118, list_of(2))(165, list_of(11))(186, list_of(3)); std::map >::const_iterator it = hexToPart.find(hex); if(it != hexToPart.end()) { BOOST_FOREACH(int wallNum, it->second) { siegeH->printPartOfWall(to, wallNum); //print creature in turret int posToSeek = -1; switch(wallNum) { case 3: //bottom turret posToSeek = -3; break; case 8: //upper turret posToSeek = -4; break; case 2: //keep posToSeek = -2; break; } if(posToSeek != -1) { const CStack *turret = NULL; BOOST_FOREACH(const CStack *s, stacks) { if(s->position == posToSeek) { turret = s; break; } } if(turret) { showAliveStack(turret, to); //blitting creature cover switch(posToSeek) { case -3: //bottom turret siegeH->printPartOfWall(to, 16); break; case -4: //upper turret siegeH->printPartOfWall(to, 17); break; case -2: //keep siegeH->printPartOfWall(to, 15); break; } } } } } // Damaged wall below gate have to be drawn earlier than a non-damaged wall below gate. if ((hex == 112 && curInt->cb->battleGetWallState(3) == 3) || (hex == 147 && curInt->cb->battleGetWallState(3) != 3)) siegeH->printPartOfWall(to, 5); // Damaged bottom wall have to be drawn earlier than a non-damaged bottom wall. if ((hex == 165 && curInt->cb->battleGetWallState(4) == 3) || (hex == 185 && curInt->cb->battleGetWallState(4) != 3)) siegeH->printPartOfWall(to, 4); } void CBattleInterface::redrawBackgroundWithHexes(const CStack * activeStack) { attackableHexes.clear(); if (activeStack) occupyableHexes = curInt->cb->battleGetAvailableHexes(activeStack, true, &attackableHexes); //preparating background graphic with hexes and shaded hexes blitAt(background, 0, 0, backgroundWithHexes); if(curInt->sysOpts.printCellBorders) CSDL_Ext::blit8bppAlphaTo24bpp(cellBorders, NULL, backgroundWithHexes, NULL); if(curInt->sysOpts.printStackRange) { std::vector hexesToShade = occupyableHexes; hexesToShade.insert(hexesToShade.end(), attackableHexes.begin(), attackableHexes.end()); BOOST_FOREACH(THex 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, NULL, backgroundWithHexes, &temp_rect); } } } void CBattleInterface::printConsoleAttacked( const CStack * defender, int dmg, int killed, const CStack * attacker, bool multiple ) { char tabh[200]; int end = 0; if (attacker) //ignore if stacks were killed by spell { end = sprintf(tabh, CGI->generaltexth->allTexts[attacker->count > 1 ? 377 : 376].c_str(), (attacker->count > 1 ? attacker->getCreature()->namePl.c_str() : attacker->getCreature()->nameSing.c_str()), dmg); } if(killed > 0) { if(killed > 1) { sprintf(tabh + end, CGI->generaltexth->allTexts[379].c_str(), killed, multiple ? CGI->generaltexth->allTexts[43].c_str() : defender->getCreature()->namePl.c_str()); // creatures perish } else //killed == 1 { sprintf(tabh + end, CGI->generaltexth->allTexts[378].c_str(), multiple ? CGI->generaltexth->allTexts[42].c_str() : defender->getCreature()->nameSing.c_str()); // creature perishes } } console->addText(std::string(tabh)); } void CBattleInterface::projectileShowHelper(SDL_Surface * to) { if(to == NULL) to = screen; std::list< std::list::iterator > toBeDeleted; for(std::list::iterator it=projectiles.begin(); it!=projectiles.end(); ++it) { // Creature have to be in a shooting anim and the anim start delay must be over. // Otherwise abort to start moving the projectile. if (it->animStartDelay > 0) { if(it->animStartDelay == creAnims[it->stackID]->getAnimationFrame() + 1 && creAnims[it->stackID]->getType() >= 14 && creAnims[it->stackID]->getType() <= 16) it->animStartDelay = 0; else continue; } SDL_Rect dst; dst.h = idToProjectile[it->creID]->ourImages[it->frameNum].bitmap->h; dst.w = idToProjectile[it->creID]->ourImages[it->frameNum].bitmap->w; dst.x = it->x; dst.y = it->y; // The equation below calculates the center pos of the canon, but we need the top left pos // of it for drawing if (it->catapultInfo) { dst.x -= 17.; dst.y -= 10.; } if(it->reverse) { SDL_Surface * rev = CSDL_Ext::rotate01(idToProjectile[it->creID]->ourImages[it->frameNum].bitmap); CSDL_Ext::blit8bppAlphaTo24bpp(rev, NULL, to, &dst); SDL_FreeSurface(rev); } else { CSDL_Ext::blit8bppAlphaTo24bpp(idToProjectile[it->creID]->ourImages[it->frameNum].bitmap, NULL, to, &dst); } // Update projectile ++it->step; if(it->step == it->lastStep) { toBeDeleted.insert(toBeDeleted.end(), it); } 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 - this->pos.x) + this->pos.y; } else { // Normal projectile, just add the calculated "deltas" to the x and y positions. it->x += it->dx; it->y += it->dy; } if(it->spin) { ++(it->frameNum); it->frameNum %= idToProjectile[it->creID]->ourImages.size(); } } } for(std::list< std::list::iterator >::iterator it = toBeDeleted.begin(); it!= toBeDeleted.end(); ++it) { projectiles.erase(*it); } } void CBattleInterface::endAction(const BattleAction* action) { //if((action->actionType==2 || (action->actionType==6 && action->destinationTile!=cb->battleGetPos(action->stackNumber)))) //activating interface when move is finished // { // activate(); // } if(action->actionType == BattleAction::HERO_SPELL) { if(action->side) defendingHero->setPhase(0); else attackingHero->setPhase(0); } if(action->actionType == BattleAction::WALK && creAnims[action->stackNumber]->getType() != 2) //walk or walk & attack { const CStack * stack = curInt->cb->battleGetStackByID(action->stackNumber); pendingAnims.push_back(std::make_pair(new CBattleMoveEnd(this, stack, action->destinationTile), false)); } if(action->actionType == BattleAction::CATAPULT) //catapult { } //check if we should reverse stacks //for some strange reason, it's not enough // std::set stacks; // stacks.insert(LOCPLINT->cb->battleGetStackByID(action->stackNumber)); // stacks.insert(LOCPLINT->cb->battleGetStackByPos(action->destinationTile)); TStacks stacks = curInt->cb->battleGetStacks(CBattleCallback::MINE_AND_ENEMY); BOOST_FOREACH(const CStack *s, stacks) { if(s && creDir[s->ID] != bool(s->attackerOwned) && s->alive()) { addNewAnim(new CReverseAnim(this, s, s->position, false)); } } queue->update(); if(tacticsMode) //we have activated next stack after sending request that has been just realized -> blockmap due to movement has changed redrawBackgroundWithHexes(activeStack); } void CBattleInterface::hideQueue() { curInt->sysOpts.showQueue = false; queue->deactivate(); if(!queue->embedded) { moveBy(Point(0, -queue->pos.h / 2)); GH.totalRedraw(); } } void CBattleInterface::showQueue() { curInt->sysOpts.showQueue = true; queue->activate(); if(!queue->embedded) { moveBy(Point(0, +queue->pos.h / 2)); GH.totalRedraw(); } } void CBattleInterface::startAction(const BattleAction* action) { if(action->actionType == BattleAction::END_TACTIC_PHASE) { SDL_FreeSurface(menu); menu = BitmapHandler::loadBitmap("CBAR.bmp"); graphics->blueToPlayersAdv(menu, curInt->playerID); bDefence->block(false); bWait->block(false); if(active) { if(btactEnd && btactNext) //if the other side had tactics, there are no buttons { btactEnd->deactivate(); btactNext->deactivate(); bConsoleDown->activate(); bConsoleUp->activate(); } } redraw(); return; } const CStack *stack = curInt->cb->battleGetStackByID(action->stackNumber); if(stack) { queue->update(); } else { assert(action->actionType == BattleAction::HERO_SPELL); //only cast spell is valid action without acting stack number } if(action->actionType == BattleAction::WALK || (action->actionType == BattleAction::WALK_AND_ATTACK && action->destinationTile != stack->position)) { moveStarted = true; if(creAnims[action->stackNumber]->framesInGroup(CCreatureAnim::MOVE_START)) { const CStack * stack = curInt->cb->battleGetStackByID(action->stackNumber); pendingAnims.push_back(std::make_pair(new CBattleMoveStart(this, stack), false)); } } if(active) deactivate(); char txt[400]; if(action->actionType == BattleAction::HERO_SPELL) //when hero casts spell { if(action->side) defendingHero->setPhase(4); else attackingHero->setPhase(4); return; } if(!stack) { tlog1<<"Something wrong with stackNumber in actionStarted. Stack number: "<stackNumber<actionType) { case BattleAction::WAIT: txtid = 136; break; case BattleAction::BAD_MORALE: txtid = -34; //negative -> no separate singular/plural form displayEffect(30,stack->position); break; } if(txtid > 0 && stack->count != 1) txtid++; //move to plural text else if(txtid < 0) txtid = -txtid; if(txtid) { sprintf(txt, CGI->generaltexth->allTexts[txtid].c_str(), (stack->count != 1) ? stack->getCreature()->namePl.c_str() : stack->getCreature()->nameSing.c_str(), 0); console->addText(txt); } //displaying special abilities switch (action->actionType) { case BattleAction::STACK_HEAL: displayEffect(74, action->destinationTile); CCS->soundh->playSound(soundBase::REGENER); break; } } void CBattleInterface::waitForAnims() { LOCPLINT->pim->unlock(); animsAreDisplayed.waitWhileTrue(); LOCPLINT->pim->lock(); } void CBattleInterface::bEndTacticPhase() { btactEnd->block(true); tacticsMode = false; } static bool immobile(const CStack *s) { return !s->Speed(); } void CBattleInterface::bTacticNextStack() { TStacks stacksOfMine = tacticianInterface->cb->battleGetStacks(CBattleCallback::ONLY_MINE); stacksOfMine.erase(std::remove_if(stacksOfMine.begin(), stacksOfMine.end(), &immobile), stacksOfMine.end()); TStacks::iterator it = vstd::find(stacksOfMine, activeStack); if(it != stacksOfMine.end() && ++it != stacksOfMine.end()) stackActivated(*it); else stackActivated(stacksOfMine.front()); } bool CBattleInterface::isHexAccessible(THex nextPos) { //!vstd::contains(curInt->cb->battleGetAvailableHexes(stack, true), nextPos) //TODO has to be fast return true; } void CBattleHero::show(SDL_Surface *to) { //animation of flag if(flip) { SDL_Rect temp_rect = genRect( flag->ourImages[flagAnim].bitmap->h, flag->ourImages[flagAnim].bitmap->w, pos.x + 61, pos.y + 39); CSDL_Ext::blit8bppAlphaTo24bpp( flag->ourImages[flagAnim].bitmap, NULL, screen, &temp_rect); } else { SDL_Rect temp_rect = genRect( flag->ourImages[flagAnim].bitmap->h, flag->ourImages[flagAnim].bitmap->w, pos.x + 72, pos.y + 39); CSDL_Ext::blit8bppAlphaTo24bpp( flag->ourImages[flagAnim].bitmap, NULL, screen, &temp_rect); } ++flagAnimCount; if(flagAnimCount%4==0) { ++flagAnim; flagAnim %= flag->ourImages.size(); } //animation of hero int tick=-1; for(int i=0; iourImages.size(); ++i) { if(dh->ourImages[i].groupNumber==phase) ++tick; if(tick==image) { SDL_Rect posb = pos; CSDL_Ext::blit8bppAlphaTo24bpp(dh->ourImages[i].bitmap, NULL, to, &posb); if(phase != 4 || nextPhase != -1 || image < 4) { if(flagAnimCount%2==0) { ++image; } if(dh->ourImages[(i+1)%dh->ourImages.size()].groupNumber!=phase) //back to appropriate frame { image = 0; } } if(phase == 4 && nextPhase != -1 && image == 7) { phase = nextPhase; nextPhase = -1; image = 0; } break; } } } void CBattleHero::activate() { activateLClick(); } void CBattleHero::deactivate() { deactivateLClick(); } void CBattleHero::setPhase(int newPhase) { if(phase != 4) { phase = newPhase; image = 0; } else { nextPhase = newPhase; } } void CBattleHero::clickLeft(tribool down, bool previousState) { if(myOwner->spellDestSelectMode) //we are casting a spell return; if(!down && myHero && myOwner->curInt->cb->battleCanCastSpell()) //check conditions { for(int it=0; itbfield[it].hovered && myOwner->bfield[it].strictHovered) return; } CCS->curh->changeGraphic(0,0); CSpellWindow * spellWindow = new CSpellWindow(genRect(595, 620, (conf.cc.resx - 620)/2, (conf.cc.resy - 595)/2), myHero, myOwner->curInt); GH.pushInt(spellWindow); } } CBattleHero::CBattleHero(const std::string & defName, int phaseG, int imageG, bool flipG, unsigned char player, const CGHeroInstance * hero, const CBattleInterface * owner): flip(flipG), myHero(hero), myOwner(owner), phase(phaseG), nextPhase(-1), image(imageG), flagAnim(0), flagAnimCount(0) { dh = CDefHandler::giveDef( defName ); for(int i=0; iourImages.size(); ++i) //transforming images { if(flip) { SDL_Surface * hlp = CSDL_Ext::rotate01(dh->ourImages[i].bitmap); SDL_FreeSurface(dh->ourImages[i].bitmap); dh->ourImages[i].bitmap = hlp; } CSDL_Ext::alphaTransform(dh->ourImages[i].bitmap); } if(flip) flag = CDefHandler::giveDef("CMFLAGR.DEF"); else flag = CDefHandler::giveDef("CMFLAGL.DEF"); //coloring flag and adding transparency for(int i=0; iourImages.size(); ++i) { CSDL_Ext::alphaTransform(flag->ourImages[i].bitmap); graphics->blueToPlayersAdv(flag->ourImages[i].bitmap, player); } } CBattleHero::~CBattleHero() { delete dh; delete flag; } Point CBattleHex::getXYUnitAnim(const int & hexNum, const bool & attacker, const CStack * stack, const CBattleInterface * cbi) { Point ret(-500, -500); //returned value if(stack && stack->position < 0) //creatures in turrets { switch(stack->position) { case -2: //keep ret = graphics->wallPositions[cbi->siegeH->town->town->typeID][17]; break; case -3: //lower turret ret = graphics->wallPositions[cbi->siegeH->town->town->typeID][18]; break; case -4: //upper turret ret = graphics->wallPositions[cbi->siegeH->town->town->typeID][19]; break; } } else { ret.y = -139 + 42 * (hexNum/BFIELD_WIDTH); //counting y //counting x if(attacker) { ret.x = -160 + 22 * ( ((hexNum/BFIELD_WIDTH) + 1)%2 ) + 44 * (hexNum % BFIELD_WIDTH); } else { ret.x = -219 + 22 * ( ((hexNum/BFIELD_WIDTH) + 1)%2 ) + 44 * (hexNum % BFIELD_WIDTH); } //shifting position for double - hex creatures if(stack && stack->doubleWide()) { if(attacker) { ret.x -= 44; } else { ret.x += 45; } } } //returning return ret +CPlayerInterface::battleInt->pos; } void CBattleHex::activate() { activateHover(); activateMouseMove(); activateLClick(); activateRClick(); } void CBattleHex::deactivate() { deactivateHover(); deactivateMouseMove(); deactivateLClick(); deactivateRClick(); } void CBattleHex::hover(bool on) { hovered = on; //Hoverable::hover(on); if(!on && setAlterText) { myInterface->console->alterTxt = std::string(); setAlterText = false; } } CBattleHex::CBattleHex() : setAlterText(false), myNumber(-1), accessible(true), hovered(false), strictHovered(false), myInterface(NULL) { } void CBattleHex::mouseMoved(const SDL_MouseMotionEvent &sEvent) { if(myInterface->cellShade) { if(CSDL_Ext::SDL_GetPixel(myInterface->cellShade, sEvent.x-pos.x, sEvent.y-pos.y) == 0) //hovered pixel is outside hex { strictHovered = false; } else //hovered pixel is inside hex { strictHovered = true; } } if(hovered && strictHovered) //print attacked creature to console { const CStack * attackedStack = myInterface->curInt->cb->battleGetStackByPos(myNumber); if(myInterface->console->alterTxt.size() == 0 &&attackedStack != NULL && attackedStack->owner != myInterface->curInt->playerID && attackedStack->alive()) { char tabh[160]; const std::string & attackedName = attackedStack->count == 1 ? attackedStack->getCreature()->nameSing : attackedStack->getCreature()->namePl; sprintf(tabh, CGI->generaltexth->allTexts[220].c_str(), attackedName.c_str()); myInterface->console->alterTxt = std::string(tabh); setAlterText = true; } } else if(setAlterText) { myInterface->console->alterTxt = std::string(); setAlterText = false; } } void CBattleHex::clickLeft(tribool down, bool previousState) { if(!down && hovered && strictHovered) //we've been really clicked! { myInterface->hexLclicked(myNumber); } } void CBattleHex::clickRight(tribool down, bool previousState) { const CStack * myst = myInterface->curInt->cb->battleGetStackByPos(myNumber); //stack info if(hovered && strictHovered && myst!=NULL) { if(!myst->alive()) return; if(down) { GH.pushInt(createCreWindow(myst)); } } } CBattleConsole::CBattleConsole() : lastShown(-1), alterTxt(""), whoSetAlter(0) { } CBattleConsole::~CBattleConsole() { texts.clear(); } void CBattleConsole::show(SDL_Surface * to) { if(ingcAlter.size()) { CSDL_Ext::printAtMiddleWB(ingcAlter, pos.x + pos.w/2, pos.y + 11, FONT_SMALL, 80, zwykly, to); } else if(alterTxt.size()) { CSDL_Ext::printAtMiddleWB(alterTxt, pos.x + pos.w/2, pos.y + 11, FONT_SMALL, 80, zwykly, to); } else if(texts.size()) { if(texts.size()==1) { CSDL_Ext::printAtMiddleWB(texts[0], pos.x + pos.w/2, pos.y + 11, FONT_SMALL, 80, zwykly, to); } else { CSDL_Ext::printAtMiddleWB(texts[lastShown-1], pos.x + pos.w/2, pos.y + 11, FONT_SMALL, 80, zwykly, to); CSDL_Ext::printAtMiddleWB(texts[lastShown], pos.x + pos.w/2, pos.y + 27, FONT_SMALL, 80, zwykly, to); } } } bool CBattleConsole::addText(const std::string & text) { if(text.size()>70) return false; //text too long! int firstInToken = 0; for(int i=0; i= texts.size()) //no such pos return; texts[pos] = text; } void CBattleConsole::scrollUp(unsigned int by) { if(lastShown > by) lastShown -= by; } void CBattleConsole::scrollDown(unsigned int by) { if(lastShown + by < texts.size()) lastShown += by; } CBattleResultWindow::CBattleResultWindow(const BattleResult &br, const SDL_Rect & pos, CBattleInterface * _owner) : owner(_owner) { this->pos = pos; background = BitmapHandler::loadBitmap("CPRESULT.BMP", true); graphics->blueToPlayersAdv(background, owner->curInt->playerID); SDL_Surface * pom = SDL_ConvertSurface(background, screen->format, screen->flags); SDL_FreeSurface(background); background = pom; exit = new AdventureMapButton (std::string(), std::string(), boost::bind(&CBattleResultWindow::bExitf,this), 384 + pos.x, 505 + pos.y, "iok6432.def", SDLK_RETURN); exit->borderColor = Colors::MetallicGold; exit->borderEnabled = true; if(br.winner==0) //attacker won { CSDL_Ext::printAtMiddle(CGI->generaltexth->allTexts[410], 59, 124, FONT_SMALL, zwykly, background); CSDL_Ext::printAtMiddle(CGI->generaltexth->allTexts[411], 408, 124, FONT_SMALL, zwykly, background); } else //if(br.winner==1) { CSDL_Ext::printAtMiddle(CGI->generaltexth->allTexts[411], 59, 124, FONT_SMALL, zwykly, background); CSDL_Ext::printAtMiddle(CGI->generaltexth->allTexts[410], 412, 124, FONT_SMALL, zwykly, background); } CSDL_Ext::printAtMiddle(CGI->generaltexth->allTexts[407], 232, 302, FONT_BIG, tytulowy, background); CSDL_Ext::printAtMiddle(CGI->generaltexth->allTexts[408], 232, 332, FONT_BIG, zwykly, background); CSDL_Ext::printAtMiddle(CGI->generaltexth->allTexts[409], 237, 428, FONT_BIG, zwykly, background); std::string attackerName, defenderName; if(owner->attackingHeroInstance) //a hero attacked { SDL_Rect temp_rect = genRect(64, 58, 21, 38); SDL_BlitSurface(graphics->portraitLarge[owner->attackingHeroInstance->portrait], NULL, background, &temp_rect); //setting attackerName attackerName = owner->attackingHeroInstance->name; } else //a monster attacked { int bestMonsterID = -1; int bestPower = 0; for(TSlots::const_iterator it = owner->army1->Slots().begin(); it!=owner->army1->Slots().end(); ++it) { if( it->second->type->AIValue > bestPower) { bestPower = it->second->type->AIValue; bestMonsterID = it->second->type->idNumber; } } SDL_Rect temp_rect = genRect(64, 58, 21, 38); SDL_BlitSurface(graphics->bigImgs[bestMonsterID], NULL, background, &temp_rect); //setting attackerName attackerName = CGI->creh->creatures[bestMonsterID]->namePl; } if(owner->defendingHeroInstance) //a hero defended { SDL_Rect temp_rect = genRect(64, 58, 392, 38); SDL_BlitSurface(graphics->portraitLarge[owner->defendingHeroInstance->portrait], NULL, background, &temp_rect); //setting defenderName defenderName = owner->defendingHeroInstance->name; } else //a monster defended { int bestMonsterID = -1; int bestPower = 0; for(TSlots::const_iterator it = owner->army2->Slots().begin(); it!=owner->army2->Slots().end(); ++it) { if( it->second->type->AIValue > bestPower) { bestPower = it->second->type->AIValue; bestMonsterID = it->second->type->idNumber; } } SDL_Rect temp_rect = genRect(64, 58, 392, 38); SDL_BlitSurface(graphics->bigImgs[bestMonsterID], NULL, background, &temp_rect); //setting defenderName defenderName = CGI->creh->creatures[bestMonsterID]->namePl; } //printing attacker and defender's names CSDL_Ext::printAt(attackerName, 89, 37, FONT_SMALL, zwykly, background); CSDL_Ext::printTo(defenderName, 381, 53, FONT_SMALL, zwykly, background); //printing casualities for(int step = 0; step < 2; ++step) { if(br.casualties[step].size()==0) { CSDL_Ext::printAtMiddle(CGI->generaltexth->allTexts[523], 235, 360 + 97*step, FONT_SMALL, zwykly, background); } else { int xPos = 235 - (br.casualties[step].size()*32 + (br.casualties[step].size() - 1)*10)/2; //increment by 42 with each picture int yPos = 344 + step*97; for(std::map::const_iterator it=br.casualties[step].begin(); it!=br.casualties[step].end(); ++it) { blitAt(graphics->smallImgs[it->first], xPos, yPos, background); std::ostringstream amount; amount<second; CSDL_Ext::printAtMiddle(amount.str(), xPos+16, yPos + 42, FONT_SMALL, zwykly, background); xPos += 42; } } } //printing result description bool weAreAttacker = (owner->curInt->playerID == owner->attackingHeroInstance->tempOwner); if((br.winner == 0 && weAreAttacker) || (br.winner == 1 && !weAreAttacker)) //we've won { int text=-1; switch(br.result) { case 0: text = 304; break; case 1: text = 303; break; case 2: text = 302; break; } CCS->musich->playMusic(musicBase::winBattle); CCS->videoh->open(VIDEO_WIN); std::string str = CGI->generaltexth->allTexts[text]; const CGHeroInstance * ourHero = weAreAttacker? owner->attackingHeroInstance : owner->defendingHeroInstance; if (ourHero) { str += CGI->generaltexth->allTexts[305]; boost::algorithm::replace_first(str,"%s",ourHero->name); boost::algorithm::replace_first(str,"%d",boost::lexical_cast(br.exp[weAreAttacker?0:1])); } CSDL_Ext::printAtMiddleWB(str, 235, 235, FONT_SMALL, 55, zwykly, background); } else // we lose { switch(br.result) { case 0: //normal victory { CCS->musich->playMusic(musicBase::loseCombat); CCS->videoh->open(VIDEO_LOSE_BATTLE_START); CSDL_Ext::printAtMiddle(CGI->generaltexth->allTexts[311], 235, 235, FONT_SMALL, zwykly, background); break; } case 1: //flee { CCS->musich->playMusic(musicBase::retreatBattle); CCS->videoh->open(VIDEO_RETREAT_START); CSDL_Ext::printAtMiddle(CGI->generaltexth->allTexts[310], 235, 235, FONT_SMALL, zwykly, background); break; } case 2: //surrender { CCS->musich->playMusic(musicBase::surrenderBattle); CCS->videoh->open(VIDEO_SURRENDER); CSDL_Ext::printAtMiddle(CGI->generaltexth->allTexts[309], 235, 220, FONT_SMALL, zwykly, background); break; } } } } CBattleResultWindow::~CBattleResultWindow() { SDL_FreeSurface(background); } void CBattleResultWindow::activate() { owner->curInt->showingDialog->set(true); exit->activate(); } void CBattleResultWindow::deactivate() { exit->deactivate(); } void CBattleResultWindow::show(SDL_Surface *to) { //evaluating to if(!to) to = screen; CCS->videoh->update(107, 70, background, false, true); SDL_BlitSurface(background, NULL, to, &pos); exit->showAll(to); } void CBattleResultWindow::bExitf() { if(LOCPLINT->cb->getStartInfo()->mode == StartInfo::DUEL) { std::exit(0); } CPlayerInterface * intTmp = owner->curInt; GH.popInts(2); //first - we; second - battle interface intTmp->showingDialog->setn(false); CCS->videoh->close(); } CBattleOptionsWindow::CBattleOptionsWindow(const SDL_Rect & position, CBattleInterface *owner): myInt(owner) { pos = position; SDL_Surface *hhlp = BitmapHandler::loadBitmap("comopbck.bmp", true); graphics->blueToPlayersAdv(hhlp, owner->curInt->playerID); background = SDL_ConvertSurface(hhlp, screen->format, 0); SDL_SetColorKey(background, SDL_SRCCOLORKEY, SDL_MapRGB(background->format,0,255,255)); SDL_FreeSurface(hhlp); viewGrid = new CHighlightableButton(boost::bind(&CBattleInterface::setPrintCellBorders, owner, true), boost::bind(&CBattleInterface::setPrintCellBorders, owner, false), boost::assign::map_list_of(0,CGI->generaltexth->zelp[427].first)(3,CGI->generaltexth->zelp[427].first), CGI->generaltexth->zelp[427].second, false, "sysopchk.def", NULL, 185, 140, false); viewGrid->select(owner->curInt->sysOpts.printCellBorders); movementShadow = new CHighlightableButton(boost::bind(&CBattleInterface::setPrintStackRange, owner, true), boost::bind(&CBattleInterface::setPrintStackRange, owner, false), boost::assign::map_list_of(0,CGI->generaltexth->zelp[428].first)(3,CGI->generaltexth->zelp[428].first), CGI->generaltexth->zelp[428].second, false, "sysopchk.def", NULL, 185, 173, false); movementShadow->select(owner->curInt->sysOpts.printStackRange); mouseShadow = new CHighlightableButton(boost::bind(&CBattleInterface::setPrintMouseShadow, owner, true), boost::bind(&CBattleInterface::setPrintMouseShadow, owner, false), boost::assign::map_list_of(0,CGI->generaltexth->zelp[429].first)(3,CGI->generaltexth->zelp[429].first), CGI->generaltexth->zelp[429].second, false, "sysopchk.def", NULL, 185, 207, false); mouseShadow->select(owner->curInt->sysOpts.printMouseShadow); animSpeeds = new CHighlightableButtonsGroup(0); animSpeeds->addButton(boost::assign::map_list_of(0,CGI->generaltexth->zelp[422].first),CGI->generaltexth->zelp[422].second, "sysopb9.def",188, 309, 1); animSpeeds->addButton(boost::assign::map_list_of(0,CGI->generaltexth->zelp[423].first),CGI->generaltexth->zelp[423].second, "sysob10.def",252, 309, 2); animSpeeds->addButton(boost::assign::map_list_of(0,CGI->generaltexth->zelp[424].first),CGI->generaltexth->zelp[424].second, "sysob11.def",315, 309, 4); animSpeeds->select(owner->getAnimSpeed(), 1); animSpeeds->onChange = boost::bind(&CBattleInterface::setAnimSpeed, owner, _1); setToDefault = new AdventureMapButton (CGI->generaltexth->zelp[393], boost::bind(&CBattleOptionsWindow::bDefaultf,this), 405, 443, "codefaul.def"); setToDefault->swappedImages = true; setToDefault->update(); exit = new AdventureMapButton (CGI->generaltexth->zelp[392], boost::bind(&CBattleOptionsWindow::bExitf,this), 516, 443, "soretrn.def",SDLK_RETURN); exit->swappedImages = true; exit->update(); //printing texts to background CSDL_Ext::printAtMiddle(CGI->generaltexth->allTexts[392], 242, 32, FONT_BIG, tytulowy, background); //window title CSDL_Ext::printAtMiddle(CGI->generaltexth->allTexts[393], 122, 214, FONT_MEDIUM, tytulowy, background); //animation speed CSDL_Ext::printAtMiddle(CGI->generaltexth->allTexts[394], 122, 293, FONT_MEDIUM, tytulowy, background); //music volume CSDL_Ext::printAtMiddle(CGI->generaltexth->allTexts[395], 122, 359, FONT_MEDIUM, tytulowy, background); //effects' volume CSDL_Ext::printAtMiddle(CGI->generaltexth->allTexts[396], 353, 66, FONT_MEDIUM, tytulowy, background); //auto - combat options CSDL_Ext::printAtMiddle(CGI->generaltexth->allTexts[397], 353, 265, FONT_MEDIUM, tytulowy, background); //creature info //auto - combat options CSDL_Ext::printAt(CGI->generaltexth->allTexts[398], 283, 86, FONT_MEDIUM, zwykly, background); //creatures CSDL_Ext::printAt(CGI->generaltexth->allTexts[399], 283, 116, FONT_MEDIUM, zwykly, background); //spells CSDL_Ext::printAt(CGI->generaltexth->allTexts[400], 283, 146, FONT_MEDIUM, zwykly, background); //catapult CSDL_Ext::printAt(CGI->generaltexth->allTexts[151], 283, 176, FONT_MEDIUM, zwykly, background); //ballista CSDL_Ext::printAt(CGI->generaltexth->allTexts[401], 283, 206, FONT_MEDIUM, zwykly, background); //first aid tent //creature info CSDL_Ext::printAt(CGI->generaltexth->allTexts[402], 283, 285, FONT_MEDIUM, zwykly, background); //all stats CSDL_Ext::printAt(CGI->generaltexth->allTexts[403], 283, 315, FONT_MEDIUM, zwykly, background); //spells only //general options CSDL_Ext::printAt(CGI->generaltexth->allTexts[404], 61, 57, FONT_MEDIUM, zwykly, background); //hex grid CSDL_Ext::printAt(CGI->generaltexth->allTexts[405], 61, 90, FONT_MEDIUM, zwykly, background); //movement shadow CSDL_Ext::printAt(CGI->generaltexth->allTexts[406], 61, 124, FONT_MEDIUM, zwykly, background); //cursor shadow CSDL_Ext::printAt(CGI->generaltexth->allTexts[577], 61, 156, FONT_MEDIUM, zwykly, background); //spellbook animation //texts printed } CBattleOptionsWindow::~CBattleOptionsWindow() { SDL_FreeSurface(background); delete setToDefault; delete exit; delete viewGrid; delete movementShadow; delete animSpeeds; delete mouseShadow; } void CBattleOptionsWindow::activate() { setToDefault->activate(); exit->activate(); viewGrid->activate(); movementShadow->activate(); animSpeeds->activate(); mouseShadow->activate(); } void CBattleOptionsWindow::deactivate() { setToDefault->deactivate(); exit->deactivate(); viewGrid->deactivate(); movementShadow->deactivate(); animSpeeds->deactivate(); mouseShadow->deactivate(); } void CBattleOptionsWindow::show(SDL_Surface *to) { if(!to) //"evaluating" to to = screen; SDL_BlitSurface(background, NULL, to, &pos); setToDefault->showAll(to); exit->showAll(to); viewGrid->showAll(to); movementShadow->showAll(to); animSpeeds->showAll(to); mouseShadow->showAll(to); } void CBattleOptionsWindow::bDefaultf() { } void CBattleOptionsWindow::bExitf() { GH.popIntTotally(this); } std::string CBattleInterface::SiegeHelper::townTypeInfixes[F_NUMBER] = {"CS", "RM", "TW", "IN", "NC", "DN", "ST", "FR", "EL"}; CBattleInterface::SiegeHelper::SiegeHelper(const CGTownInstance *siegeTown, const CBattleInterface * _owner) : owner(_owner), town(siegeTown) { for(int g=0; gtown->typeID] + "BACK.BMP"; case 1: //background wall { switch(town->town->typeID) { case 5: case 4: case 1: case 6: return "SG" + townTypeInfixes[town->town->typeID] + "TPW1.BMP"; case 0: case 2: case 3: case 7: case 8: return "SG" + townTypeInfixes[town->town->typeID] + "TPWL.BMP"; default: return ""; } } case 2: //keep return "SG" + townTypeInfixes[town->town->typeID] + "MAN" + addit + ".BMP"; case 3: //bottom tower return "SG" + townTypeInfixes[town->town->typeID] + "TW1" + addit + ".BMP"; case 4: //bottom wall return "SG" + townTypeInfixes[town->town->typeID] + "WA1" + addit + ".BMP"; case 5: //below gate return "SG" + townTypeInfixes[town->town->typeID] + "WA3" + addit + ".BMP"; case 6: //over gate return "SG" + townTypeInfixes[town->town->typeID] + "WA4" + addit + ".BMP"; case 7: //upper wall return "SG" + townTypeInfixes[town->town->typeID] + "WA6" + addit + ".BMP"; case 8: //upper tower return "SG" + townTypeInfixes[town->town->typeID] + "TW2" + addit + ".BMP"; case 9: //gate return "SG" + townTypeInfixes[town->town->typeID] + "DRW" + addit + ".BMP"; case 10: //gate arch return "SG" + townTypeInfixes[town->town->typeID] + "ARCH.BMP"; case 11: //bottom static wall return "SG" + townTypeInfixes[town->town->typeID] + "WA2.BMP"; case 12: //upper static wall return "SG" + townTypeInfixes[town->town->typeID] + "WA5.BMP"; case 13: //moat return "SG" + townTypeInfixes[town->town->typeID] + "MOAT.BMP"; case 14: //mlip return "SG" + townTypeInfixes[town->town->typeID] + "MLIP.BMP"; case 15: //keep creature cover return "SG" + townTypeInfixes[town->town->typeID] + "MANC.BMP"; case 16: //bottom turret creature cover return "SG" + townTypeInfixes[town->town->typeID] + "TW1C.BMP"; case 17: //upper turret creature cover return "SG" + townTypeInfixes[town->town->typeID] + "TW2C.BMP"; default: return ""; } } /// What: 1. background wall, 2. keep, 3. bottom tower, 4. bottom wall, 5. wall below gate, /// 6. wall over gate, 7. upper wall, 8. upper tower, 9. gate, 10. gate arch, 11. bottom static wall, 12. upper static wall, 13. moat, 14. mlip, /// 15. keep turret cover, 16. lower turret cover, 17. upper turret cover /// Positions are loaded from the config file: /config/wall_pos.txt void CBattleInterface::SiegeHelper::printPartOfWall(SDL_Surface * to, int what) { Point pos = Point(-1, -1); if (what >= 1 && what <= 17) { pos.x = graphics->wallPositions[town->town->typeID][what - 1].x + owner->pos.x; pos.y = graphics->wallPositions[town->town->typeID][what - 1].y + owner->pos.y; } if(pos.x != -1) { blitAt(walls[what], pos.x, pos.y, to); } } void CStackQueue::update() { stacksSorted.clear(); owner->curInt->cb->getStackQueue(stacksSorted, QUEUE_SIZE); for (int i = 0; i < QUEUE_SIZE ; i++) { stackBoxes[i]->setStack(stacksSorted[i]); } } CStackQueue::CStackQueue(bool Embedded, CBattleInterface * _owner) :embedded(Embedded), owner(_owner) { OBJ_CONSTRUCTION_CAPTURING_ALL; if(embedded) { box = NULL; bg = NULL; pos.w = QUEUE_SIZE * 37; pos.h = 32; //height of small creature img pos.x = screen->w/2 - pos.w/2; pos.y = (screen->h - 600)/2 + 10; } else { box = BitmapHandler::loadBitmap("CHRROP.pcx"); bg = BitmapHandler::loadBitmap("DIBOXPI.pcx"); pos.w = 600; pos.h = bg->h; } stackBoxes.resize(QUEUE_SIZE); for (int i = 0; i < QUEUE_SIZE; i++) { stackBoxes[i] = new StackBox(box); stackBoxes[i]->pos.x += 6 + (embedded ? 37 : 79)*i; } } CStackQueue::~CStackQueue() { SDL_FreeSurface(box); } void CStackQueue::showAll( SDL_Surface *to ) { blitBg(to); CIntObject::showAll(to); } void CStackQueue::blitBg( SDL_Surface * to ) { if(bg) { for (int w = 0; w < pos.w; w += bg->w) { blitAtLoc(bg, w, 0, to); } } } void CStackQueue::StackBox::showAll( SDL_Surface *to ) { assert(my); if(bg) { graphics->blueToPlayersAdv(bg, my->owner); //SDL_UpdateRect(bg, 0, 0, 0, 0); SDL_Rect temp_rect = genRect(bg->h, bg->w, pos.x, pos.y); CSDL_Ext::blit8bppAlphaTo24bpp(bg, NULL, to, &temp_rect); //blitAt(bg, pos, to); blitAt(graphics->bigImgs[my->getCreature()->idNumber], pos.x +9, pos.y + 1, to); printAtMiddleLoc(makeNumberShort(my->count), pos.w/2, pos.h - 12, FONT_MEDIUM, zwykly, to); } else { blitAt(graphics->smallImgs[-2], pos, to); blitAt(graphics->smallImgs[my->getCreature()->idNumber], pos, to); const SDL_Color &ownerColor = (my->owner == 255 ? *graphics->neutralColor : graphics->playerColors[my->owner]); CSDL_Ext::drawBorder(to, pos, int3(ownerColor.r, ownerColor.g, ownerColor.b)); printAtMiddleLoc(makeNumberShort(my->count), pos.w/2, pos.h - 8, FONT_TINY, zwykly, to); } } void CStackQueue::StackBox::setStack( const CStack *nStack ) { my = nStack; } CStackQueue::StackBox::StackBox(SDL_Surface *BG) :my(NULL), bg(BG) { if(bg) { pos.w = bg->w; pos.h = bg->h; } else { pos.w = pos.h = 32; } pos.y += 2; } CStackQueue::StackBox::~StackBox() { } void CStackQueue::StackBox::hover( bool on ) { } double CatapultProjectileInfo::calculateY(double x) { return (facA * pow(10., -3.)) * pow(x, 2.0) + facB * x + facC; }