#include "CBattleInterface.h" #include "CGameInfo.h" #include "../hch/CLodHandler.h" #include "SDL_Extensions.h" #include "CAdvmapInterface.h" #include "AdventureMapButton.h" #include "../hch/CObjectHandler.h" #include "../hch/CHeroHandler.h" #include "../hch/CDefHandler.h" #include "../hch/CSpellHandler.h" #include "CMessage.h" #include "CCursorHandler.h" #include "../CCallback.h" #include "../lib/CGameState.h" #include "../hch/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 "../hch/CVideoHandler.h" #include #ifndef __GNUC__ const double M_PI = 3.14159265358979323846; #else #define _USE_MATH_DEFINES #include #endif /* * 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 TTF_Font * TNRB16, *TNR, *GEOR13, *GEORXX, *GEORM, *GEOR16; extern SDL_Color zwykly; BattleSettings CBattleInterface::settings; 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; } } } CBattleInterface::CBattleInterface(CCreatureSet * army1, CCreatureSet * army2, CGHeroInstance *hero1, CGHeroInstance *hero2, const SDL_Rect & myRect) : attackingHeroInstance(hero1), defendingHeroInstance(hero2), animCount(0), activeStack(-1), mouseHoveredStack(-1), previouslyHoveredHex(-1), currentlyHoveredHex(-1), spellDestSelectMode(false), spellToCast(NULL), attackingInfo(NULL), givenCommand(NULL), myTurn(false), resWindow(NULL), showStackQueue(false), moveStarted(false), moveSh(-1) { pos = myRect; strongInterest = true; givenCommand = new CondSh(NULL); //initializing armies this->army1 = army1; this->army2 = army2; std::map stacks = LOCPLINT->cb->battleGetStacks(); for(std::map::iterator b=stacks.begin(); b!=stacks.end(); ++b) { newStack(b->second.ID); } //preparing menu background and terrain std::vector< std::string > & backref = graphics->battleBacks[ LOCPLINT->cb->battleGetBattlefieldType() ]; background = BitmapHandler::loadBitmap(backref[ rand() % backref.size()] ); menu = BitmapHandler::loadBitmap("CBAR.BMP"); 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); CSDL_Ext::update(); //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); 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); 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->bitmapOffset = 2; console = new CBattleConsole(); console->pos.x = 211 + pos.x; console->pos.y = 560 + pos.y; console->pos.w = 406; console->pos.h = 38; //loading hero animations if(hero1) // attacking hero { attackingHero = new CBattleHero(graphics->battleHeroes[hero1->type->heroType], 0, 0, false, hero1->tempOwner, hero1->tempOwner == LOCPLINT->playerID ? hero1 : NULL, this); attackingHero->pos = genRect(attackingHero->dh->ourImages[0].bitmap->h, attackingHero->dh->ourImages[0].bitmap->w, -40 + pos.x, pos.y); } else { attackingHero = NULL; } if(hero2) // defending hero { defendingHero = new CBattleHero(graphics->battleHeroes[hero2->type->heroType], 0, 0, true, hero2->tempOwner, hero2->tempOwner == LOCPLINT->playerID ? hero2 : NULL, this); defendingHero->pos = genRect(defendingHero->dh->ourImages[0].bitmap->h, defendingHero->dh->ourImages[0].bitmap->w, 690 + pos.x, pos.y); } 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].accesible = true; bfield[h].myInterface = this; } //locking occupied positions on batlefield for(std::map::iterator it = stacks.begin(); it!=stacks.end(); ++it) //stacks gained at top of this function { bfield[it->second.position].accesible = false; } //loading projectiles for units for(std::map::iterator g = stacks.begin(); g != stacks.end(); ++g) { if(g->second.creature->isShooting() && CGI->creh->idToProjectile[g->second.creature->idNumber] != std::string()) { idToProjectile[g->second.creature->idNumber] = CDefHandler::giveDef(CGI->creh->idToProjectile[g->second.creature->idNumber]); if(idToProjectile[g->second.creature->idNumber]->ourImages.size() > 2) //add symmetric images { for(int k = idToProjectile[g->second.creature->idNumber]->ourImages.size()-2; k > 1; --k) { Cimage ci; ci.bitmap = CSDL_Ext::rotate01(idToProjectile[g->second.creature->idNumber]->ourImages[k].bitmap); ci.groupNumber = 0; ci.imName = std::string(); idToProjectile[g->second.creature->idNumber]->ourImages.push_back(ci); } } for(int s=0; ssecond.creature->idNumber]->ourImages.size(); ++s) //alpha transforming { CSDL_Ext::alphaTransform(idToProjectile[g->second.creature->idNumber]->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 = LOCPLINT->cb->battleGetAllObstacles(); for(int t=0; theroh->obstacles[obst[t].ID].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)); } } } CBattleInterface::~CBattleInterface() { 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; 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; LOCPLINT->battleInt = NULL; } void CBattleInterface::setPrintCellBorders(bool set) { settings.printCellBorders = set; redrawBackgroundWithHexes(activeStack); GH.totalRedraw(); } void CBattleInterface::setPrintStackRange(bool set) { settings.printStackRange = set; redrawBackgroundWithHexes(activeStack); GH.totalRedraw(); } void CBattleInterface::setPrintMouseShadow(bool set) { settings.printMouseShadow = set; } void CBattleInterface::activate() { activateKeys(); activateMouseMove(); activateRClick(); bOptions->activate(); bSurrender->activate(); bFlee->activate(); bAutofight->activate(); bSpell->activate(); bWait->activate(); bDefence->activate(); bConsoleUp->activate(); bConsoleDown->activate(); for(int b=0; bactivate(); if(defendingHero) defendingHero->activate(); LOCPLINT->cingconsole->activate(); } void CBattleInterface::deactivate() { deactivateKeys(); deactivateMouseMove(); deactivateRClick(); bOptions->deactivate(); bSurrender->deactivate(); bFlee->deactivate(); bAutofight->deactivate(); bSpell->deactivate(); bWait->deactivate(); bDefence->deactivate(); bConsoleUp->deactivate(); bConsoleDown->deactivate(); for(int b=0; bdeactivate(); if(defendingHero) defendingHero->deactivate(); LOCPLINT->cingconsole->deactivate(); } void CBattleInterface::show(SDL_Surface * to) { std::map stacks = LOCPLINT->cb->battleGetStacks(); //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 != -1 && creAnims[activeStack]->getType() != 0) //show everything with range { blitAt(backgroundWithHexes, pos.x, pos.y, to); } else { //showing background blitAt(background, pos.x, pos.y, to); if(settings.printCellBorders) { CSDL_Ext::blit8bppAlphaTo24bpp(cellBorders, NULL, to, &pos); } } //printing hovered cell for(int b=0; bspellh->spells[spellToCast->additionalInfo]; ui8 schoolLevel = 0; if( LOCPLINT->cb->battleGetStackByID(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(settings.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; CSDL_Ext::blit8bppAlphaTo24bpp(cellShade, NULL, to, &genRect(cellShade->h, cellShade->w, x, y)); } } } else if(settings.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; CSDL_Ext::blit8bppAlphaTo24bpp(cellShade, NULL, to, &genRect(cellShade->h, cellShade->w, x, y)); } } } SDL_SetClipRect(to, &buf); //restoring previous clip_rect //showing menu background and console blitAt(menu, pos.x, 556 + pos.y, to); console->show(to); //showing buttons bOptions->show(to); bSurrender->show(to); bFlee->show(to); bAutofight->show(to); bSpell->show(to); bWait->show(to); bDefence->show(to); bConsoleUp->show(to); bConsoleDown->show(to); //prevents blitting outside this window SDL_GetClipRect(to, &buf); SDL_SetClipRect(to, &pos); //showing obstacles std::vector obstacles = LOCPLINT->cb->battleGetAllObstacles(); for(int b=0; b &images = idToObstacle[obstacles[b].ID]->ourImages; //reference to animation of obstacle blitAt(images[((animCount+1)/(4/settings.animSpeed))%images.size()].bitmap, x, y, to); } //showing hero animations if(attackingHero) attackingHero->show(to); if(defendingHero) defendingHero->show(to); ////showing units //a lot of work... std::vector stackAliveByHex[BFIELD_SIZE]; //double loop because dead stacks should be printed first for(std::map::iterator j=stacks.begin(); j!=stacks.end(); ++j) { if(j->second.alive()) stackAliveByHex[j->second.position].push_back(j->second.ID); } std::vector stackDeadByHex[BFIELD_SIZE]; for(std::map::iterator j=stacks.begin(); j!=stacks.end(); ++j) { if(!j->second.alive()) stackDeadByHex[j->second.position].push_back(j->second.ID); } attackingShowHelper(); // handle attack animation for(int b=0; bnextFrame(to, creAnims[stackDeadByHex[b][v]]->pos.x + pos.x, creAnims[stackDeadByHex[b][v]]->pos.y + pos.y, creDir[stackDeadByHex[b][v]], animCount, false); //increment always when moving, never if stack died } } for(int b=0; bgetType(); int affectingSpeed = settings.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!=3 && animType!=2; if(animType == 2) { if(standingFrame.find(curStackID)!=standingFrame.end()) { incrementFrame = (animCount%(8/affectingSpeed)==0); if(incrementFrame) { ++standingFrame[curStackID]; if(standingFrame[curStackID] == creAnims[curStackID]->framesInGroup(2)) { standingFrame.erase(standingFrame.find(curStackID)); } } } else { if((rand()%50) == 0) { standingFrame.insert(std::make_pair(curStackID, 0)); } } } creAnims[curStackID]->nextFrame(to, creAnims[curStackID]->pos.x + pos.x, creAnims[curStackID]->pos.y + pos.y, creDir[curStackID], animCount, incrementFrame, curStackID==activeStack, curStackID==mouseHoveredStack); //increment always when moving, never if stack died //printing amount if(curStack.amount > 0 //don't print if stack is not alive && (!LOCPLINT->curAction || (LOCPLINT->curAction->stackNumber != curStackID //don't print if stack is currently taking an action && (LOCPLINT->curAction->actionType != 6 || curStack.position != LOCPLINT->curAction->additionalInfo) //nor if it's an object of attack && (LOCPLINT->curAction->destinationTile != curStack.position) //nor if it's on destination tile for current action ) ) && !curStack.hasFeatureOfType(StackFeature::SIEGE_WEAPON) //and not a war machine... ) { int xAdd = curStack.attackerOwned ? 220 : 202; //blitting amoutn background box SDL_Surface *amountBG = NULL; if(curStack.effects.size() == 0) { amountBG = amountNormal; } else { int pos=0; //determining total positiveness of effects for(int c=0; cspellh->spells[ curStack.effects[c].id ].positiveness; } if(pos > 0) { amountBG = amountPositive; } else if(pos < 0) { amountBG = amountNegative; } else { amountBG = amountEffNeutral; } } SDL_BlitSurface(amountBG, NULL, to, &genRect(amountNormal->h, amountNormal->w, creAnims[curStackID]->pos.x + xAdd + pos.x, creAnims[curStackID]->pos.y + 260 + pos.y)); //blitting amount CSDL_Ext::printAtMiddleWB( makeNumberShort(curStack.amount), creAnims[curStackID]->pos.x + xAdd + 14 + pos.x, creAnims[curStackID]->pos.y + 260 + 4 + pos.y, GEOR13, 20, zwykly, to ); } } } //units shown projectileShowHelper(to);//showing projectiles //showing spell effects if(battleEffects.size()) { std::vector< std::list::iterator > toErase; for(std::list::iterator it = battleEffects.begin(); it!=battleEffects.end(); ++it) { SDL_Surface * bitmapToBlit = it->anim->ourImages[(it->frame)%it->anim->ourImages.size()].bitmap; SDL_BlitSurface(bitmapToBlit, NULL, to, &genRect(bitmapToBlit->h, bitmapToBlit->w, pos.x + it->x, pos.y + it->y)); ++(it->frame); if(it->frame == it->maxFrame) { toErase.push_back(it); } } for(size_t b=0; banim; battleEffects.erase(toErase[b]); } } //showing queue of stacks if(showStackQueue) { int xPos = screen->w/2 - ( stacks.size() * 37 )/2; int yPos = (screen->h - 600)/2 + 10; std::vector stacksSorted; stacksSorted = LOCPLINT->cb->battleGetStackQueue(); int startFrom = -1; for(size_t n=0; nsmallImgs[-2], NULL, to, &genRect(32, 32, xPos, yPos)); //printing colored border for(int xFrom = xPos-1; xFromplayerColors[stacksSorted[b % stacksSorted.size()].owner]; } else { pc = *graphics->neutralColor; } CSDL_Ext::SDL_PutPixelWithoutRefresh(to, xFrom, yFrom, pc.r, pc.g, pc.b); } } } //colored border printed SDL_BlitSurface(graphics->smallImgs[stacksSorted[b % stacksSorted.size()].creature->idNumber], NULL, to, &genRect(32, 32, xPos, yPos)); xPos += 37; } } } SDL_SetClipRect(to, &buf); //restoring previous clip_rect //showing window with result of battle if(resWindow) { resWindow->show(to); } //showing in-gmae console LOCPLINT->cingconsole->show(to); //printing border around interface if(screen->w != 800 || screen->h !=600) CMessage::drawBorder(LOCPLINT->playerID,to,828,628,pos.x-14,pos.y-15); } void CBattleInterface::keyPressed(const SDL_KeyboardEvent & key) { if(key.keysym.sym == SDLK_q) { showStackQueue = key.state==SDL_PRESSED; } else if(key.keysym.sym == SDLK_ESCAPE && spellDestSelectMode) { endCastingSpell(); } } void CBattleInterface::mouseMoved(const SDL_MouseMotionEvent &sEvent) { if(activeStack>=0 && !spellDestSelectMode) { mouseHoveredStack = -1; int myNumber = -1; //number of hovered tile for(int g=0; gcurh->changeGraphic(1, 6); if(console->whoSetAlter == 0) { console->alterTxt = ""; } } else { if(std::find(shadedHexes.begin(),shadedHexes.end(),myNumber) == shadedHexes.end()) { const CStack *shere = LOCPLINT->cb->battleGetStackByPos(myNumber); const CStack *sactive = LOCPLINT->cb->battleGetStackByID(activeStack); if(shere) { if(shere->owner == LOCPLINT->playerID) //our stack { CGI->curh->changeGraphic(1,5); //setting console text char buf[500]; sprintf(buf, CGI->generaltexth->allTexts[297].c_str(), shere->amount == 1 ? shere->creature->nameSing.c_str() : shere->creature->namePl.c_str()); console->alterTxt = buf; console->whoSetAlter = 0; mouseHoveredStack = shere->ID; if(creAnims[shere->ID]->getType() == 2 && creAnims[shere->ID]->framesInGroup(1) > 0) { creAnims[shere->ID]->playOnce(1); } } else if(LOCPLINT->cb->battleCanShoot(activeStack,myNumber)) //we can shoot enemy { CGI->curh->changeGraphic(1,3); //setting console text char buf[500]; sprintf(buf, CGI->generaltexth->allTexts[296].c_str(), shere->amount == 1 ? shere->creature->nameSing.c_str() : shere->creature->namePl.c_str(), sactive->shots, "?"); console->alterTxt = buf; console->whoSetAlter = 0; } else if(isTileAttackable(myNumber)) //available enemy (melee attackable) { CCursorHandler *cursor = CGI->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 = LOCPLINT->cb->battleGetStackByID(activeStack)->hasFeatureOfType(StackFeature::DOUBLE_WIDE); bool aboveAttackable = true, belowAttackable = true; // Exclude directions which cannot be attacked from. // Check to the left. if (myNumber%BFIELD_WIDTH <= 1 || !vstd::contains(shadedHexes, 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(shadedHexes, myNumber - BFIELD_WIDTH - 2 + zigzagCorrection)) attackRow[0] = false; if (!vstd::contains(shadedHexes, myNumber - BFIELD_WIDTH - 1 + zigzagCorrection)) attackRow[1] = false; if (!vstd::contains(shadedHexes, myNumber - BFIELD_WIDTH + zigzagCorrection)) attackRow[2] = false; if (myNumber%BFIELD_WIDTH >= BFIELD_WIDTH - 2 || !vstd::contains(shadedHexes, 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(shadedHexes, myNumber - BFIELD_WIDTH - 1 + zigzagCorrection)) sectorCursor[1] = -1; if (!vstd::contains(shadedHexes, myNumber - BFIELD_WIDTH + zigzagCorrection)) sectorCursor[2] = -1; } } // Check to the right. if (myNumber%BFIELD_WIDTH >= BFIELD_WIDTH - 2 || !vstd::contains(shadedHexes, 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(shadedHexes, myNumber + BFIELD_WIDTH - 2 + zigzagCorrection)) attackRow[0] = false; if (!vstd::contains(shadedHexes, myNumber + BFIELD_WIDTH - 1 + zigzagCorrection)) attackRow[1] = false; if (!vstd::contains(shadedHexes, myNumber + BFIELD_WIDTH + zigzagCorrection)) attackRow[2] = false; if (myNumber%BFIELD_WIDTH >= BFIELD_WIDTH - 2 || !vstd::contains(shadedHexes, 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(shadedHexes, myNumber + BFIELD_WIDTH + zigzagCorrection)) sectorCursor[4] = -1; if (!vstd::contains(shadedHexes, 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()]); } else //unavailable enemy { CGI->curh->changeGraphic(1,0); console->alterTxt = ""; console->whoSetAlter = 0; } } else //empty unavailable tile { CGI->curh->changeGraphic(1,0); console->alterTxt = ""; console->whoSetAlter = 0; } } else //available tile { const CStack *sactive = LOCPLINT->cb->battleGetStackByID(activeStack); if(LOCPLINT->cb->battleGetStackByID(activeStack)->hasFeatureOfType(StackFeature::FLYING)) { CGI->curh->changeGraphic(1,2); //setting console text char buf[500]; sprintf(buf, CGI->generaltexth->allTexts[295].c_str(), sactive->amount == 1 ? sactive->creature->nameSing.c_str() : sactive->creature->namePl.c_str()); console->alterTxt = buf; console->whoSetAlter = 0; } else { CGI->curh->changeGraphic(1,1); //setting console text char buf[500]; sprintf(buf, CGI->generaltexth->allTexts[294].c_str(), sactive->amount == 1 ? sactive->creature->nameSing.c_str() : sactive->creature->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 = LOCPLINT->cb->battleGetStackByPos(myNumber, spellToCast->additionalInfo != 38 && spellToCast->additionalInfo != 39); if(stackUnder && spellToCast->additionalInfo == 39 && !stackUnder->hasFeatureOfType(StackFeature::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 && LOCPLINT->playerID == stackUnder->owner; break; case 2: whichCase = stackUnder && LOCPLINT->playerID != stackUnder->owner; break; case 3: whichCase = stackUnder; break; } switch(spellSelMode) { case 0: CGI->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 ) { CGI->curh->changeGraphic(3, 0); //setting console text char buf[500]; std::string creName = stackUnder->amount > 1 ? stackUnder->creature->namePl : stackUnder->creature->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 { CGI->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) ) { CGI->curh->changeGraphic(3, 0); } else { CGI->curh->changeGraphic(1, 0); } break; } } } } void CBattleInterface::clickRight(tribool down, bool previousState) { if(!down && spellDestSelectMode) { endCastingSpell(); } } bool CBattleInterface::reverseCreature(int number, int hex, bool wideTrick) { if(creAnims[number]==NULL) return false; //there is no such creature creAnims[number]->setType(8); //int firstFrame = creAnims[number]->getFrame(); //for(int g=0; creAnims[number]->getFrame() != creAnims[number]->framesInGroup(8) + firstFrame - 1; ++g) while(!creAnims[number]->onLastFrameInGroup()) { show(screen); CSDL_Ext::update(screen); SDL_framerateDelay(LOCPLINT->mainFPSmng); } creDir[number] = !creDir[number]; const CStack * curs = LOCPLINT->cb->battleGetStackByID(number); std::pair coords = CBattleHex::getXYUnitAnim(hex, creDir[number], curs); creAnims[number]->pos.x = coords.first; //creAnims[number]->pos.y = coords.second; if(wideTrick && curs->hasFeatureOfType(StackFeature::DOUBLE_WIDE)) { if(curs->attackerOwned) { if(!creDir[number]) creAnims[number]->pos.x -= 44; } else { if(creDir[number]) creAnims[number]->pos.x += 44; } } creAnims[number]->setType(7); //firstFrame = creAnims[number]->getFrame(); //for(int g=0; creAnims[number]->getFrame() != creAnims[number]->framesInGroup(7) + firstFrame - 1; ++g) while(!creAnims[number]->onLastFrameInGroup()) { show(screen); CSDL_Ext::update(screen); SDL_framerateDelay(LOCPLINT->mainFPSmng); } creAnims[number]->setType(2); return true; } void CBattleInterface::handleStartMoving(int number) { for(int i=0; iframesInGroup(20)*getAnimSpeedMultiplier()-1; ++i) { show(screen); CSDL_Ext::update(screen); SDL_framerateDelay(LOCPLINT->mainFPSmng); if((animCount+1)%(4/settings.animSpeed)==0) creAnims[number]->incrementFrame(); } } void CBattleInterface::bOptionsf() { CGI->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() { } void CBattleInterface::bFleef() { if( LOCPLINT->cb->battleCanFlee() ) { CFunctionList ony = boost::bind(&CBattleInterface::reallyFlee,this); LOCPLINT->showYesNoDialog(CGI->generaltexth->allTexts[28],std::vector(), ony, 0, false); } else { std::vector comps; std::string heroName; //calculating fleeing hero's name if(attackingHeroInstance) if(attackingHeroInstance->tempOwner == LOCPLINT->cb->getMyColor()) heroName = attackingHeroInstance->name; if(defendingHeroInstance) if(defendingHeroInstance->tempOwner == LOCPLINT->cb->getMyColor()) heroName = defendingHeroInstance->name; //calculating text char buffer[1000]; sprintf(buffer, CGI->generaltexth->allTexts[340].c_str(), heroName.c_str()); //printing message LOCPLINT->showInfoDialog(std::string(buffer), comps); } } void CBattleInterface::reallyFlee() { giveCommand(4,0,0); CGI->curh->changeGraphic(0, 0); } void CBattleInterface::bAutofightf() { } void CBattleInterface::bSpellf() { CGI->curh->changeGraphic(0,0); const CGHeroInstance * chi = NULL; if(attackingHeroInstance->tempOwner == LOCPLINT->playerID) chi = attackingHeroInstance; else chi = defendingHeroInstance; CSpellWindow * spellWindow = new CSpellWindow(genRect(595, 620, (conf.cc.resx - 620)/2, (conf.cc.resy - 595)/2), chi); GH.pushInt(spellWindow); } void CBattleInterface::bWaitf() { if(activeStack != -1) giveCommand(8,0,activeStack); } void CBattleInterface::bDefencef() { if(activeStack != -1) giveCommand(3,0,activeStack); } void CBattleInterface::bConsoleUpf() { console->scrollUp(); } void CBattleInterface::bConsoleDownf() { console->scrollDown(); } void CBattleInterface::newStack(int stackID) { const CStack * newStack = LOCPLINT->cb->battleGetStackByID(stackID); std::pair coords = CBattleHex::getXYUnitAnim(newStack->position, newStack->owner == attackingHeroInstance->tempOwner, newStack); creAnims[stackID] = (new CCreatureAnimation(newStack->creature->animDefName)); creAnims[stackID]->setType(2); creAnims[stackID]->pos = genRect(creAnims[newStack->ID]->fullHeight, creAnims[newStack->ID]->fullWidth, coords.first, coords.second); creDir[stackID] = newStack->owner == attackingHeroInstance->tempOwner; } void CBattleInterface::stackRemoved(int stackID) { delete creAnims[stackID]; creAnims.erase(stackID); } void CBattleInterface::stackActivated(int number) { //givenCommand = NULL; activeStack = number; myTurn = true; redrawBackgroundWithHexes(number); bWait->block(vstd::contains(LOCPLINT->cb->battleGetStackByID(number)->state,WAITING)); //block waiting button if stack has been already waiting //block cast spell button if hero doesn't have a spellbook if(attackingHeroInstance && attackingHeroInstance->tempOwner==LOCPLINT->cb->battleGetStackByID(number)->owner) { if(!attackingHeroInstance->getArt(17)) //don't unlock if already locked bSpell->block(!attackingHeroInstance->getArt(17)); } else if(defendingHeroInstance && defendingHeroInstance->tempOwner==LOCPLINT->cb->battleGetStackByID(number)->owner) { if(!defendingHeroInstance->getArt(17)) //don't unlock if already locked bSpell->block(!defendingHeroInstance->getArt(17)); } } void CBattleInterface::stackMoved(int number, int destHex, bool endMoving, int distance) { bool startMoving = creAnims[number]->getType()==20; //a few useful variables int curStackPos = LOCPLINT->cb->battleGetPos(number); int steps = creAnims[number]->framesInGroup(0)*getAnimSpeedMultiplier()-1; int hexWbase = 44, hexHbase = 42; const CStack * movedStack = LOCPLINT->cb->battleGetStackByID(number); bool twoTiles = movedStack->hasFeatureOfType(StackFeature::DOUBLE_WIDE); std::pair begPosition = CBattleHex::getXYUnitAnim(curStackPos, movedStack->attackerOwned, movedStack); std::pair endPosition = CBattleHex::getXYUnitAnim(destHex, movedStack->attackerOwned, movedStack); if(startMoving) //animation of starting move; some units don't have this animation (ie. halberdier) { if (movedStack->creature->sounds.startMoving) CGI->soundh->playSound(movedStack->creature->sounds.startMoving); handleStartMoving(number); } if(moveStarted) { moveSh = CGI->soundh->playSound(movedStack->creature->sounds.move, -1); CGI->curh->hide(); creAnims[number]->setType(0); moveStarted = false; } int mutPos = BattleInfo::mutualPosition(curStackPos, destHex); float stepX=0.0, stepY=0.0; //how far stack is moved in one frame; calculated later //reverse unit if necessary if((begPosition.first > endPosition.first) && creDir[number] == true) { reverseCreature(number, curStackPos, twoTiles); } else if ((begPosition.first < endPosition.first) && creDir[number] == false) { reverseCreature(number, curStackPos, twoTiles); } if(creAnims[number]->getType() != 0) { creAnims[number]->setType(0); } //unit reversed //step shift calculation float posX = creAnims[number]->pos.x, posY = creAnims[number]->pos.y; // for precise calculations ;] if(mutPos == -1 && movedStack->hasFeatureOfType(StackFeature::FLYING)) { steps *= distance; stepX = (endPosition.first - (float)begPosition.first)/steps; stepY = (endPosition.second - (float)begPosition.second)/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 //switch(mutPos) //reverse unit if necessary //{ //case 0: case 4: case 5: // if(creDir[number] == true) // reverseCreature(number, curStackPos, twoTiles); // break; //case 1: case 2: case 3: // if(creDir[number] == false) // reverseCreature(number, curStackPos, twoTiles); // break; //} //moving instructions for(int i=0; ipos.x = posX; posY += stepY; creAnims[number]->pos.y = posY; show(screen); CSDL_Ext::update(screen); SDL_framerateDelay(LOCPLINT->mainFPSmng); } //unit moved if(endMoving) { handleEndOfMove(number, destHex); } std::pair coords = CBattleHex::getXYUnitAnim(destHex, creDir[number], movedStack); creAnims[number]->pos.x = coords.first; if(!endMoving && twoTiles && (movedStack->owner == attackingHeroInstance->tempOwner) && (creDir[number] != (movedStack->owner == attackingHeroInstance->tempOwner))) //big attacker creature is reversed creAnims[number]->pos.x -= 44; else if(!endMoving && twoTiles && (movedStack->owner != attackingHeroInstance->tempOwner) && (creDir[number] != (movedStack->owner == attackingHeroInstance->tempOwner))) //big defender creature is reversed creAnims[number]->pos.x += 44; creAnims[number]->pos.y = coords.second; } void CBattleInterface::stacksAreAttacked(std::vector attackedInfos) { //restoring default state of battleWindow by calling show func while(true) { show(screen); CSDL_Ext::update(); SDL_framerateDelay(LOCPLINT->mainFPSmng); //checking break conditions bool break_loop = true; for(size_t g=0; ggetType() != 2) { break_loop = false; } if(attackingInfo && attackingInfo->IDby == attackedInfos[g].IDby) { break_loop = false; } } if(break_loop) break; } if(attackedInfos.size() == 1 && attackedInfos[0].byShooting) //delay hit animation { CStack attacker = *LOCPLINT->cb->battleGetStackByID(attackedInfos[0].IDby); while(true) { bool found = false; for(std::list::const_iterator it = projectiles.begin(); it!=projectiles.end(); ++it) { if(it->creID == attacker.creature->idNumber) { found = true; break; } } if(!found) break; else { show(screen); CSDL_Ext::update(screen); SDL_framerateDelay(LOCPLINT->mainFPSmng); } } } //initializing int maxLen = 0; for(size_t g=0; gcb->battleGetStackByID(attackedInfos[g].ID, false); if(attackedInfos[g].killed) { CGI->soundh->playSound(attacked->creature->sounds.killed); creAnims[attackedInfos[g].ID]->setType(5); //death } else { // TODO: this block doesn't seems correct if the unit is defending. CGI->soundh->playSound(attacked->creature->sounds.wince); creAnims[attackedInfos[g].ID]->setType(3); //getting hit } } //main showing loop bool continueLoop = true; while(continueLoop) { show(screen); CSDL_Ext::update(screen); SDL_Delay(5); SDL_framerateDelay(LOCPLINT->mainFPSmng); for(size_t g=0; gonLastFrameInGroup()) { creAnims[attackedInfos[g].ID]->incrementFrame(); } if(creAnims[attackedInfos[g].ID]->onLastFrameInGroup() && creAnims[attackedInfos[g].ID]->getType() == 3) creAnims[attackedInfos[g].ID]->setType(2); } bool isAnotherOne = false; //if true, there is a stack whose hit/death anim must be continued for(size_t g=0; gonLastFrameInGroup()) { isAnotherOne = true; break; } } if(!isAnotherOne) continueLoop = false; } //restoring animType for(size_t g=0; ggetType() == 3) creAnims[attackedInfos[g].ID]->setType(2); } //printing info to console for(size_t g=0; ggetType() == 20) { handleStartMoving(ID); creAnims[ID]->setType(2); } while(attackingInfo != NULL || creAnims[ID]->getType()!=2) { show(screen); CSDL_Ext::update(screen); SDL_framerateDelay(LOCPLINT->mainFPSmng); } CStack aStack = *LOCPLINT->cb->battleGetStackByID(ID); //attacking stack int reversedShift = 0; //shift of attacking stack's position due to reversing if(aStack.attackerOwned) { if(aStack.hasFeatureOfType(StackFeature::DOUBLE_WIDE)) { switch(BattleInfo::mutualPosition(aStack.position, dest)) //attack direction { case 0: //reverseCreature(ID, aStack.position, true); break; case 1: break; case 2: break; case 3: break; case 4: //reverseCreature(ID, aStack.position, true); break; case 5: reverseCreature(ID, aStack.position, true); break; case -1: if(BattleInfo::mutualPosition(aStack.position + (aStack.attackerOwned ? -1 : 1), dest) >= 0) //if reversing stack will make its position adjacent to dest { reverseCreature(ID, aStack.position, true); reversedShift = (aStack.attackerOwned ? -1 : 1); } break; } } else //else for if(aStack.hasFeatureOfType(StackFeature::DOUBLE_WIDE)) { switch(BattleInfo::mutualPosition(aStack.position, dest)) //attack direction { case 0: reverseCreature(ID, aStack.position, true); break; case 1: break; case 2: break; case 3: break; case 4: reverseCreature(ID, aStack.position, true); break; case 5: reverseCreature(ID, aStack.position, true); break; } } } else //if(aStack.attackerOwned) { if(aStack.hasFeatureOfType(StackFeature::DOUBLE_WIDE)) { switch(BattleInfo::mutualPosition(aStack.position, dest)) //attack direction { case 0: //reverseCreature(ID, aStack.position, true); break; case 1: break; case 2: reverseCreature(ID, aStack.position, true); break; case 3: break; case 4: //reverseCreature(ID, aStack.position, true); break; case 5: //reverseCreature(ID, aStack.position, true); break; case -1: if(BattleInfo::mutualPosition(aStack.position + (aStack.attackerOwned ? -1 : 1), dest) >= 0) //if reversing stack will make its position adjacent to dest { reverseCreature(ID, aStack.position, true); reversedShift = (aStack.attackerOwned ? -1 : 1); } break; } } else //else for if(aStack.hasFeatureOfType(StackFeature::DOUBLE_WIDE)) { switch(BattleInfo::mutualPosition(aStack.position, dest)) //attack direction { case 0: //reverseCreature(ID, aStack.position, true); break; case 1: reverseCreature(ID, aStack.position, true); break; case 2: reverseCreature(ID, aStack.position, true); break; case 3: reverseCreature(ID, aStack.position, true); break; case 4: //reverseCreature(ID, aStack.position, true); break; case 5: //reverseCreature(ID, aStack.position, true); break; } } } attackingInfo = new CAttHelper; attackingInfo->dest = dest; attackingInfo->frame = 0; attackingInfo->hitCount = 0; attackingInfo->ID = ID; attackingInfo->IDby = LOCPLINT->cb->battleGetStackByPos(dest, false)->ID; attackingInfo->reversing = false; attackingInfo->posShiftDueToDist = reversedShift; attackingInfo->shooting = false; attackingInfo->sh = -1; switch(BattleInfo::mutualPosition(aStack.position + reversedShift, dest)) //attack direction { case 0: attackingInfo->maxframe = creAnims[ID]->framesInGroup(11); break; case 1: attackingInfo->maxframe = creAnims[ID]->framesInGroup(11); break; case 2: attackingInfo->maxframe = creAnims[ID]->framesInGroup(12); break; case 3: attackingInfo->maxframe = creAnims[ID]->framesInGroup(13); break; case 4: attackingInfo->maxframe = creAnims[ID]->framesInGroup(13); break; case 5: attackingInfo->maxframe = creAnims[ID]->framesInGroup(12); break; default: tlog1<<"Critical Error! Wrong dest in stackAttacking! dest: "<addText(CGI->generaltexth->allTexts[412]); //unlock spellbook bSpell->block(!LOCPLINT->cb->battleCanCastSpell()); } void CBattleInterface::giveCommand(ui8 action, ui16 tile, ui32 stack, si32 additional) { BattleAction * ba = new BattleAction(); //is deleted in CPlayerInterface::activeStack() ba->side = defendingHeroInstance ? (LOCPLINT->playerID == defendingHeroInstance->tempOwner) : false; ba->actionType = action; ba->destinationTile = tile; ba->stackNumber = stack; ba->additionalInfo = additional; givenCommand->setn(ba); myTurn = false; activeStack = -1; } bool CBattleInterface::isTileAttackable(const int & number) const { for(size_t b=0; b obstacles = LOCPLINT->cb->battleGetAllObstacles(); std::set coveredHexes; for(int b = 0; b < obstacles.size(); ++b) { std::vector blocked = CGI->heroh->obstacles[obstacles[b].ID].getBlocked(obstacles[b].pos); for(int w = 0; w < blocked.size(); ++w) coveredHexes.insert(blocked[w]); } return vstd::contains(coveredHexes, hex); } void CBattleInterface::handleEndOfMove(int stackNumber, int destinationTile) { const CStack * movedStack = LOCPLINT->cb->battleGetStackByID(stackNumber); if(!movedStack) return; if(creAnims[stackNumber]->framesInGroup(21)!=0) // some units don't have this animation (ie. halberdier) { if (movedStack->creature->sounds.endMoving) { CGI->soundh->playSound(movedStack->creature->sounds.endMoving); } creAnims[stackNumber]->setType(21); //for(int i=0; iframesInGroup(21)*getAnimSpeedMultiplier()-1; ++i) while(!creAnims[stackNumber]->onLastFrameInGroup()) { show(screen); CSDL_Ext::update(screen); SDL_framerateDelay(LOCPLINT->mainFPSmng); } } creAnims[stackNumber]->setType(2); //resetting to default CGI->curh->show(); CGI->soundh->stopSound(moveSh); if(creDir[stackNumber] != (movedStack->owner == attackingHeroInstance->tempOwner)) reverseCreature(stackNumber, destinationTile, movedStack->hasFeatureOfType(StackFeature::DOUBLE_WIDE)); } void CBattleInterface::hexLclicked(int whichOne) { if((whichOne%BFIELD_WIDTH)!=0 && (whichOne%BFIELD_WIDTH)!=(BFIELD_WIDTH-1)) //if player is trying to attack enemey unit or move creature stack { 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(!LOCPLINT->cb->battleGetStackByPos(whichOne, onlyAlive) || LOCPLINT->playerID != LOCPLINT->cb->battleGetStackByPos(whichOne, onlyAlive)->owner ) allowCasting = false; break; case 2: if(!LOCPLINT->cb->battleGetStackByPos(whichOne, onlyAlive) || LOCPLINT->playerID == LOCPLINT->cb->battleGetStackByPos(whichOne, onlyAlive)->owner ) allowCasting = false; break; case 3: if(!LOCPLINT->cb->battleGetStackByPos(whichOne, onlyAlive)) allowCasting = false; break; case 4: if(!blockedByObstacle(whichOne)) allowCasting = false; break; } //destination checked if(allowCasting) { spellToCast->destinationTile = whichOne; LOCPLINT->cb->battleMakeAction(spellToCast); endCastingSpell(); } } else //we don't cast any spell { const CStack* dest = LOCPLINT->cb->battleGetStackByPos(whichOne); //creature at destination tile; -1 if there is no one if(!dest || !dest->alive()) //no creature at that tile { if(std::find(shadedHexes.begin(),shadedHexes.end(),whichOne)!=shadedHexes.end())// and it's in our range { CGI->curh->changeGraphic(1, 6); //cursor should be changed if(LOCPLINT->cb->battleGetStackByID(activeStack)->hasFeatureOfType(StackFeature::DOUBLE_WIDE)) { std::vector acc = LOCPLINT->cb->battleGetAvailableHexes(activeStack, false); int shiftedDest = whichOne + (LOCPLINT->cb->battleGetStackByID(activeStack)->attackerOwned ? 1 : -1); if(vstd::contains(acc, whichOne)) giveCommand(2,whichOne,activeStack); else if(vstd::contains(acc, shiftedDest)) giveCommand(2,shiftedDest,activeStack); } else { giveCommand(2,whichOne,activeStack); } } } else if(dest->owner != attackingHeroInstance->tempOwner && LOCPLINT->cb->battleCanShoot(activeStack, whichOne) ) //shooting { CGI->curh->changeGraphic(1, 6); //cursor should be changed giveCommand(7,whichOne,activeStack); } else if(dest->owner != attackingHeroInstance->tempOwner) //attacking { const CStack * actStack = LOCPLINT->cb->battleGetStackByID(activeStack); int attackFromHex = -1; //hex from which we will attack chosen stack switch(CGI->curh->number) { case 12: //from bottom right { bool doubleWide = LOCPLINT->cb->battleGetStackByID(activeStack)->hasFeatureOfType(StackFeature::DOUBLE_WIDE); int destHex = whichOne + ( (whichOne/BFIELD_WIDTH)%2 ? BFIELD_WIDTH : BFIELD_WIDTH+1 ) + doubleWide; if(vstd::contains(shadedHexes, destHex)) attackFromHex = destHex; else if(actStack->attackerOwned) //if we are attacker { if(vstd::contains(shadedHexes, destHex+1)) attackFromHex = destHex+1; } else //if we are defender { if(vstd::contains(shadedHexes, 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(shadedHexes, destHex)) attackFromHex = destHex; else if(actStack->attackerOwned) //if we are attacker { if(vstd::contains(shadedHexes, destHex+1)) attackFromHex = destHex+1; } else //if we are defender { if(vstd::contains(shadedHexes, destHex-1)) attackFromHex = destHex-1; } break; } case 8: //from left if(LOCPLINT->cb->battleGetStackByID(activeStack)->hasFeatureOfType(StackFeature::DOUBLE_WIDE) && !LOCPLINT->cb->battleGetStackByID(activeStack)->attackerOwned) { std::vector acc = LOCPLINT->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(shadedHexes, destHex)) attackFromHex = destHex; else if(actStack->attackerOwned) //if we are attacker { if(vstd::contains(shadedHexes, destHex+1)) attackFromHex = destHex+1; } else //if we are defender { if(vstd::contains(shadedHexes, destHex-1)) attackFromHex = destHex-1; } break; } case 10: //from top right { bool doubleWide = LOCPLINT->cb->battleGetStackByID(activeStack)->hasFeatureOfType(StackFeature::DOUBLE_WIDE); int destHex = whichOne - ( (whichOne/BFIELD_WIDTH)%2 ? BFIELD_WIDTH : BFIELD_WIDTH-1 ) + doubleWide; if(vstd::contains(shadedHexes, destHex)) attackFromHex = destHex; else if(actStack->attackerOwned) //if we are attacker { if(vstd::contains(shadedHexes, destHex+1)) attackFromHex = destHex+1; } else //if we are defender { if(vstd::contains(shadedHexes, destHex-1)) attackFromHex = destHex-1; } break; } case 11: //from right if(LOCPLINT->cb->battleGetStackByID(activeStack)->hasFeatureOfType(StackFeature::DOUBLE_WIDE) && LOCPLINT->cb->battleGetStackByID(activeStack)->attackerOwned) { std::vector acc = LOCPLINT->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(shadedHexes, destHex)) giveCommand(6,destHex,activeStack,whichOne); else if(attackingHeroInstance->tempOwner == LOCPLINT->cb->getMyColor()) //if we are attacker { if(vstd::contains(shadedHexes, destHex+1)) giveCommand(6,destHex+1,activeStack,whichOne); } else //if we are defender { if(vstd::contains(shadedHexes, destHex-1)) giveCommand(6,destHex-1,activeStack,whichOne); } break; } case 14: //from top { int destHex = whichOne - ( (whichOne/BFIELD_WIDTH)%2 ? BFIELD_WIDTH : BFIELD_WIDTH-1 ); if(vstd::contains(shadedHexes, destHex)) giveCommand(6,destHex,activeStack,whichOne); else if(attackingHeroInstance->tempOwner == LOCPLINT->cb->getMyColor()) //if we are attacker { if(vstd::contains(shadedHexes, destHex+1)) giveCommand(6,destHex+1,activeStack,whichOne); } else //if we are defender { if(vstd::contains(shadedHexes, destHex-1)) giveCommand(6,destHex-1,activeStack,whichOne); } break; } } giveCommand(6, attackFromHex, activeStack, whichOne); CGI->curh->changeGraphic(1, 6); //cursor should be changed } } } } void CBattleInterface::stackIsShooting(int ID, int dest) { if(attackingInfo != NULL) { return; //something went wrong } //projectile 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 = LOCPLINT->cb->battleGetPos(ID); projectileAngle = atan2(float(abs(dest - fromHex)/BFIELD_WIDTH), float(abs(dest - fromHex)%BFIELD_WIDTH)); if(fromHex < dest) projectileAngle = -projectileAngle; SProjectileInfo spi; spi.creID = LOCPLINT->cb->battleGetStackByID(ID)->creature->idNumber; spi.reverse = !LOCPLINT->cb->battleGetStackByID(ID)->attackerOwned; spi.step = 0; spi.frameNum = 0; spi.spin = CGI->creh->idToProjectileSpin[spi.creID]; std::pair xycoord = CBattleHex::getXYUnitAnim(LOCPLINT->cb->battleGetPos(ID), true, LOCPLINT->cb->battleGetStackByID(ID)); std::pair destcoord = CBattleHex::getXYUnitAnim(dest, false, LOCPLINT->cb->battleGetStackByID(ID)); destcoord.first += 250; destcoord.second += 210; //TODO: find a better place to shoot if(projectileAngle > straightAngle) //upper shot { spi.x = xycoord.first + 200 + LOCPLINT->cb->battleGetCreature(ID).upperRightMissleOffsetX; spi.y = xycoord.second + 100 - LOCPLINT->cb->battleGetCreature(ID).upperRightMissleOffsetY; } else if(projectileAngle < -straightAngle) //lower shot { spi.x = xycoord.first + 200 + LOCPLINT->cb->battleGetCreature(ID).lowerRightMissleOffsetX; spi.y = xycoord.second + 150 - LOCPLINT->cb->battleGetCreature(ID).lowerRightMissleOffsetY; } else //straight shot { spi.x = xycoord.first + 200 + LOCPLINT->cb->battleGetCreature(ID).rightMissleOffsetX; spi.y = xycoord.second + 125 - LOCPLINT->cb->battleGetCreature(ID).rightMissleOffsetY; } spi.lastStep = sqrt((float)((destcoord.first - spi.x)*(destcoord.first - spi.x) + (destcoord.second - spi.y) * (destcoord.second - spi.y))) / 40; if(spi.lastStep == 0) spi.lastStep = 1; spi.dx = (destcoord.first - spi.x) / spi.lastStep; spi.dy = (destcoord.second - spi.y) / spi.lastStep; //set starting frame if(spi.spin) { spi.frameNum = 0; } else { spi.frameNum = ((M_PI/2.0f - projectileAngle) / (2.0f *M_PI) + 1/((float)(2*(idToProjectile[spi.creID]->ourImages.size()-1)))) * (idToProjectile[spi.creID]->ourImages.size()-1); } //set delay spi.animStartDelay = CGI->creh->creatures[spi.creID].attackClimaxFrame; projectiles.push_back(spi); //attack aniamtion attackingInfo = new CAttHelper; attackingInfo->dest = dest; attackingInfo->frame = 0; attackingInfo->hitCount = 0; attackingInfo->ID = ID; attackingInfo->reversing = false; attackingInfo->posShiftDueToDist = 0; attackingInfo->shooting = true; attackingInfo->sh = -1; if(projectileAngle > straightAngle) //upper shot attackingInfo->shootingGroup = 14; else if(projectileAngle < -straightAngle) //lower shot attackingInfo->shootingGroup = 16; else //straight shot attackingInfo->shootingGroup = 15; attackingInfo->maxframe = creAnims[ID]->framesInGroup(attackingInfo->shootingGroup); } void CBattleInterface::battleFinished(const BattleResult& br) { CGI->curh->changeGraphic(0,0); SDL_Rect temp_rect = genRect(561, 470, (screen->w - 800)/2 + 165, (screen->h - 600)/2 + 19); CGI->musich->stopMusic(); resWindow = new CBattleResultWindow(br, temp_rect, this); GH.pushInt(resWindow); } void CBattleInterface::spellCast(SpellCast * sc) { CSpell &spell = CGI->spellh->spells[sc->id]; if(sc->side == !LOCPLINT->cb->battleGetStackByID(activeStack)->attackerOwned) bSpell->block(true); std::vector< std::string > anims; //for magic arrow and ice bolt if (spell.soundID != soundBase::invalid) CGI->soundh->playSound(spell.soundID); 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; std::pair srccoord = sc->side ? std::make_pair(770, 60) : std::make_pair(30, 60); std::pair destcoord = CBattleHex::getXYUnitAnim(sc->tile, !sc->side, LOCPLINT->cb->battleGetStackByPos(sc->tile)); //position attacked by arrow destcoord.first += 250; destcoord.second += 240; //animation angle float angle = atan2(float(destcoord.first - srccoord.first), float(destcoord.second - srccoord.second)); //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 int steps = sqrt((float)((destcoord.first - srccoord.first)*(destcoord.first - srccoord.first) + (destcoord.second - srccoord.second) * (destcoord.second - srccoord.second))) / 40; if(steps <= 0) steps = 1; CDefHandler * animDef = CDefHandler::giveDef(animToDisplay); int dx = (destcoord.first - srccoord.first - animDef->ourImages[0].bitmap->w)/steps, dy = (destcoord.second - srccoord.second - animDef->ourImages[0].bitmap->h)/steps; SDL_Rect buf; SDL_GetClipRect(screen, &buf); SDL_SetClipRect(screen, &pos); //setting rect we can blit to for(int g=0; gourImages[g%animDef->ourImages.size()].bitmap->clip_rect; SDL_Rect dstr = genRect(srcr.h, srcr.w, srccoord.first + g*dx, srccoord.second + g*dy); SDL_BlitSurface(animDef->ourImages[g%animDef->ourImages.size()].bitmap, &srcr, screen, &dstr); CSDL_Ext::update(screen); SDL_framerateDelay(LOCPLINT->mainFPSmng); } SDL_SetClipRect(screen, &buf); //restoring previous clip rect break; //for 15 and 16 cases } case 17: //lightning bolt 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, LOCPLINT->cb->battleGetStackByID(*it, false)->position); } break; } //switch(sc->id) //support for resistance for(int j=0; jresisted.size(); ++j) { int tile = LOCPLINT->cb->battleGetStackByID(sc->resisted[j])->position; displayEffect(78, tile); } } void CBattleInterface::battleStacksEffectsSet(const SetStackEffect & sse) { for(std::set::const_iterator ci = sse.stacks.begin(); ci!=sse.stacks.end(); ++ci) { displayEffect(CGI->spellh->spells[sse.effect.id].mainEffectAnim, LOCPLINT->cb->battleGetStackByID(*ci)->position); } redrawBackgroundWithHexes(activeStack); } void CBattleInterface::castThisSpell(int spellID) { BattleAction * ba = new BattleAction; ba->actionType = 1; ba->additionalInfo = spellID; //spell number ba->destinationTile = -1; ba->stackNumber = (attackingHeroInstance->tempOwner == LOCPLINT->playerID) ? -1 : -2; ba->side = defendingHeroInstance ? (LOCPLINT->playerID == defendingHeroInstance->tempOwner) : false; spellToCast = ba; spellDestSelectMode = true; //choosing possible tragets const CGHeroInstance * castingHero = (attackingHeroInstance->tempOwner == LOCPLINT->playerID) ? attackingHeroInstance : attackingHeroInstance; spellSelMode = 0; if(CGI->spellh->spells[spellID].attributes.find("CREATURE_TARGET") != std::string::npos) //spell to be cast on one specific creature { switch(CGI->spellh->spells[spellID].positiveness) { case -1 : spellSelMode = 2; break; case 0: spellSelMode = 3; break; case 1: spellSelMode = 1; break; } } if(CGI->spellh->spells[spellID].attributes.find("CREATURE_TARGET_1") != std::string::npos || CGI->spellh->spells[spellID].attributes.find("CREATURE_TARGET_2") != std::string::npos) //spell to be cast on a specific creature but massive on expert { if(castingHero && castingHero->getSpellSecLevel(spellID) < 3) { switch(CGI->spellh->spells[spellID].positiveness) { case -1 : spellSelMode = 2; break; case 0: spellSelMode = 3; break; case 1: spellSelMode = 1; break; } } else { spellSelMode = -1; } } if(CGI->spellh->spells[spellID].attributes.find("OBSTACLE_TARGET") != std::string::npos) //spell to be cast on an obstacle { spellSelMode = 4; } if(spellSelMode == -1) //user does not have to select location { spellToCast->destinationTile = -1; LOCPLINT->cb->battleMakeAction(spellToCast); delete spellToCast; spellToCast = NULL; spellDestSelectMode = false; CGI->curh->changeGraphic(1, 6); } else { CGI->curh->changeGraphic(3, 0); } } void CBattleInterface::displayEffect(ui32 effect, int destTile) { if(effect == 12) //armageddon { if(graphics->battleACToDef[effect].size() != 0) { CDefHandler * anim = CDefHandler::giveDef(graphics->battleACToDef[effect][0]); for(int i=0; i * anim->width < pos.w ; ++i) { for(int j=0; j * anim->height < pos.h ; ++j) { SBattleEffect be; be.anim = CDefHandler::giveDef(graphics->battleACToDef[effect][0]); be.frame = 0; be.maxFrame = be.anim->ourImages.size(); be.x = i * anim->width; be.y = j * anim->height; battleEffects.push_back(be); } } } } else { if(graphics->battleACToDef[effect].size() != 0) { SBattleEffect be; be.anim = CDefHandler::giveDef(graphics->battleACToDef[effect][0]); be.frame = 0; be.maxFrame = be.anim->ourImages.size(); be.x = 22 * ( ((destTile/BFIELD_WIDTH) + 1)%2 ) + 44 * (destTile % BFIELD_WIDTH) + 45; be.y = 105 + 42 * (destTile/BFIELD_WIDTH); if(effect != 1 && effect != 0) { be.x -= be.anim->ourImages[0].bitmap->w/2; be.y -= be.anim->ourImages[0].bitmap->h/2; } else if(effect == 1) { be.x -= be.anim->ourImages[0].bitmap->w; be.y -= be.anim->ourImages[0].bitmap->h; } else if (effect == 0) { be.x -= be.anim->ourImages[0].bitmap->w/2; be.y -= be.anim->ourImages[0].bitmap->h; } battleEffects.push_back(be); } } //battleEffects } void CBattleInterface::setAnimSpeed(int set) { settings.animSpeed = set; } int CBattleInterface::getAnimSpeed() const { return settings.animSpeed; } float CBattleInterface::getAnimSpeedMultiplier() const { switch(settings.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; CGI->curh->changeGraphic(1, 6); } void CBattleInterface::attackingShowHelper() { if(attackingInfo && !attackingInfo->reversing) { if(attackingInfo->frame == 0) { const CStack * aStack = LOCPLINT->cb->battleGetStackByID(attackingInfo->ID); //attacking stack if(attackingInfo->shooting) { // TODO: I see that we enter this function twice with // attackingInfo->frame==0, so all the inits are done // twice. The following is just a workaround until // that is fixed. Once done, we can get rid of // attackingInfo->sh if (attackingInfo->sh == -1) attackingInfo->sh = CGI->soundh->playSound(aStack->creature->sounds.shoot); creAnims[attackingInfo->ID]->setType(attackingInfo->shootingGroup); } else { // TODO: see comment above if (attackingInfo->sh == -1) attackingInfo->sh = CGI->soundh->playSound(aStack->creature->sounds.attack); std::map dirToType = boost::assign::map_list_of (0, 11)(1, 11)(2, 12)(3, 13)(4, 13)(5, 12); int type; //dependent on attack direction if(aStack->hasFeatureOfType(StackFeature::DOUBLE_WIDE)) { type = dirToType[ BattleInfo::mutualPosition(aStack->position + attackingInfo->posShiftDueToDist, attackingInfo->dest) ]; //attack direction } else //else for if(aStack->hasFeatureOfType(StackFeature::DOUBLE_WIDE)) { type = BattleInfo::mutualPosition(aStack->position, attackingInfo->dest); } creAnims[attackingInfo->ID]->setType(type); } } else if(attackingInfo->frame == (attackingInfo->maxframe - 1)) { attackingInfo->reversing = true; const CStack* aStackp = LOCPLINT->cb->battleGetStackByID(attackingInfo->ID); //attacking stack if(aStackp == NULL) return; CStack aStack = *aStackp; if(aStack.attackerOwned) { if(aStack.hasFeatureOfType(StackFeature::DOUBLE_WIDE)) { switch(BattleInfo::mutualPosition(aStack.position, attackingInfo->dest)) //attack direction { case 0: //reverseCreature(ID, aStack.position, true); break; case 1: break; case 2: break; case 3: break; case 4: //reverseCreature(ID, aStack.position, true); break; case 5: reverseCreature(attackingInfo->ID, aStack.position, true); break; case -1: if(attackingInfo->posShiftDueToDist) //if reversing stack will make its position adjacent to dest { reverseCreature(attackingInfo->ID, aStack.position, true); } break; } } else //else for if(aStack.hasFeatureOfType(StackFeature::DOUBLE_WIDE)) { switch(BattleInfo::mutualPosition(aStack.position, attackingInfo->dest)) //attack direction { case 0: reverseCreature(attackingInfo->ID, aStack.position, true); break; case 1: break; case 2: break; case 3: break; case 4: reverseCreature(attackingInfo->ID, aStack.position, true); break; case 5: reverseCreature(attackingInfo->ID, aStack.position, true); break; } } } else //if(aStack.attackerOwned) { if(aStack.hasFeatureOfType(StackFeature::DOUBLE_WIDE)) { switch(BattleInfo::mutualPosition(aStack.position, attackingInfo->dest)) //attack direction { case 0: //reverseCreature(ID, aStack.position, true); break; case 1: break; case 2: reverseCreature(attackingInfo->ID, aStack.position, true); break; case 3: break; case 4: //reverseCreature(ID, aStack.position, true); break; case 5: //reverseCreature(ID, aStack.position, true); break; case -1: if(attackingInfo->posShiftDueToDist) //if reversing stack will make its position adjacent to dest { reverseCreature(attackingInfo->ID, aStack.position, true); } break; } } else //else for if(aStack.hasFeatureOfType(StackFeature::DOUBLE_WIDE)) { switch(BattleInfo::mutualPosition(aStack.position, attackingInfo->dest)) //attack direction { case 0: //reverseCreature(ID, aStack.position, true); break; case 1: reverseCreature(attackingInfo->ID, aStack.position, true); break; case 2: reverseCreature(attackingInfo->ID, aStack.position, true); break; case 3: reverseCreature(attackingInfo->ID, aStack.position, true); break; case 4: //reverseCreature(ID, aStack.position, true); break; case 5: //reverseCreature(ID, aStack.position, true); break; } } } attackingInfo->reversing = false; creAnims[attackingInfo->ID]->setType(2); delete attackingInfo; attackingInfo = NULL; } if(attackingInfo) { attackingInfo->hitCount++; if(attackingInfo->hitCount%(4/settings.animSpeed) == 0) attackingInfo->frame++; } } } void CBattleInterface::redrawBackgroundWithHexes(int activeStack) { shadedHexes = LOCPLINT->cb->battleGetAvailableHexes(activeStack, true); //preparating background graphic with hexes and shaded hexes blitAt(background, 0, 0, backgroundWithHexes); if(settings.printCellBorders) CSDL_Ext::blit8bppAlphaTo24bpp(cellBorders, NULL, backgroundWithHexes, NULL); if(settings.printStackRange) { for(size_t m=0; mh, cellShade->w, x, y)); } } } void CBattleInterface::printConsoleAttacked(int ID, int dmg, int killed, int IDby) { char tabh[200]; const CStack * attacker = LOCPLINT->cb->battleGetStackByID(IDby, false); const CStack * defender = LOCPLINT->cb->battleGetStackByID(ID, false); int end = sprintf(tabh, CGI->generaltexth->allTexts[attacker->amount > 1 ? 377 : 376].c_str(), (attacker->amount > 1 ? attacker->creature->namePl.c_str() : attacker->creature->nameSing.c_str()), dmg); if(killed > 0) { if(killed > 1) { sprintf(tabh + end, CGI->generaltexth->allTexts[379].c_str(), killed, defender->creature->namePl.c_str()); } else //killed == 1 { sprintf(tabh + end, CGI->generaltexth->allTexts[378].c_str(), defender->creature->nameSing.c_str()); } } 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) { if(it->animStartDelay>0) { --(it->animStartDelay); 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; 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); } //actualizing projectile ++it->step; if(it->step == it->lastStep) { toBeDeleted.insert(toBeDeleted.end(), it); } else { 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 CBattleHero::show(SDL_Surface *to) { //animation of flag if(flip) { CSDL_Ext::blit8bppAlphaTo24bpp( flag->ourImages[flagAnim].bitmap, NULL, screen, &genRect( flag->ourImages[flagAnim].bitmap->h, flag->ourImages[flagAnim].bitmap->w, 62 + pos.x, 39 + pos.y ) ); } else { CSDL_Ext::blit8bppAlphaTo24bpp( flag->ourImages[flagAnim].bitmap, NULL, screen, &genRect( flag->ourImages[flagAnim].bitmap->h, flag->ourImages[flagAnim].bitmap->w, 71 + pos.x, 39 + pos.y ) ); } ++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(!down && myHero && LOCPLINT->cb->battleCanCastSpell()) //check conditions { for(int it=0; itbfield[it].hovered && myOwner->bfield[it].strictHovered) return; } CGI->curh->changeGraphic(0,0); CSpellWindow * spellWindow = new CSpellWindow(genRect(595, 620, (conf.cc.resx - 620)/2, (conf.cc.resy - 595)/2), myHero); 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); } dh->alphaTransformed = true; 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; } std::pair CBattleHex::getXYUnitAnim(const int & hexNum, const bool & attacker, const CStack * stack) { std::pair ret = std::make_pair(-500, -500); //returned value ret.second = -139 + 42 * (hexNum/BFIELD_WIDTH); //counting y //counting x if(attacker) { ret.first = -160 + 22 * ( ((hexNum/BFIELD_WIDTH) + 1)%2 ) + 44 * (hexNum % BFIELD_WIDTH); } else { ret.first = -219 + 22 * ( ((hexNum/BFIELD_WIDTH) + 1)%2 ) + 44 * (hexNum % BFIELD_WIDTH); } //shifting position for double - hex creatures if(stack && stack->hasFeatureOfType(StackFeature::DOUBLE_WIDE)) { if(attacker) { ret.first -= 42; } else { ret.first += 42; } } //returning return ret; } 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), accesible(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 { if(myInterface->console->alterTxt.size() == 0 && LOCPLINT->cb->battleGetStack(myNumber) != -1 && LOCPLINT->cb->battleGetStackByPos(myNumber)->owner != LOCPLINT->playerID && LOCPLINT->cb->battleGetStackByPos(myNumber)->alive()) { char tabh[160]; CStack attackedStack = *LOCPLINT->cb->battleGetStackByPos(myNumber); const std::string & attackedName = attackedStack.amount == 1 ? attackedStack.creature->nameSing : attackedStack.creature->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) { int stID = LOCPLINT->cb->battleGetStack(myNumber); //id of stack being on this tile if(hovered && strictHovered && stID!=-1) { const CStack & myst = *LOCPLINT->cb->battleGetStackByID(stID); //stack info if(!myst.alive()) return; StackState *pom = NULL; if(down) { pom = new StackState(); const CGHeroInstance *h = myst.owner == myInterface->attackingHeroInstance->tempOwner ? myInterface->attackingHeroInstance : myInterface->defendingHeroInstance; pom->attackBonus = myst.Attack() - myst.creature->attack; pom->defenseBonus = myst.Defense() - myst.creature->defence; pom->luck = myst.Luck(); pom->morale = myst.Morale(); pom->speedBonus = myst.Speed() - myst.creature->speed; pom->healthBonus = myst.MaxHealth() - myst.creature->hitPoints; if(myst.hasFeatureOfType(StackFeature::SIEGE_WEAPON)) pom->dmgMultiplier = h->getPrimSkillLevel(0) + 1; else pom->dmgMultiplier = 1; pom->shotsLeft = myst.shots; for(int vb=0; vbeffects.insert(myst.effects[vb].id); } pom->currentHealth = myst.firstHPleft; GH.pushInt(new CCreInfoWindow(myst.creature->idNumber, 0, myst.amount, pom, 0, 0, NULL)); } delete pom; } } 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 + 10, GEOR13, 80, zwykly, to); } else if(alterTxt.size()) { CSDL_Ext::printAtMiddleWB(alterTxt, pos.x + pos.w/2, pos.y + 10, GEOR13, 80, zwykly, to); } else if(texts.size()) { if(texts.size()==1) { CSDL_Ext::printAtMiddleWB(texts[0], pos.x + pos.w/2, pos.y + 10, GEOR13, 80, zwykly, to); } else { CSDL_Ext::printAtMiddleWB(texts[lastShown-1], pos.x + pos.w/2, pos.y + 10, GEOR13, 80, zwykly, to); CSDL_Ext::printAtMiddleWB(texts[lastShown], pos.x + pos.w/2, pos.y + 26, GEOR13, 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, const CBattleInterface * owner) { this->pos = pos; background = BitmapHandler::loadBitmap("CPRESULT.BMP", true); graphics->blueToPlayersAdv(background, LOCPLINT->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); if(br.winner==0) //attacker won { CSDL_Ext::printAtMiddle(CGI->generaltexth->allTexts[410], 60, 122, GEOR13, zwykly, background); CSDL_Ext::printAtMiddle(CGI->generaltexth->allTexts[411], 410, 122, GEOR13, zwykly, background); } else //if(br.winner==1) { CSDL_Ext::printAtMiddle(CGI->generaltexth->allTexts[411], 60, 122, GEOR13, zwykly, background); CSDL_Ext::printAtMiddle(CGI->generaltexth->allTexts[410], 410, 122, GEOR13, zwykly, background); } CSDL_Ext::printAtMiddle(CGI->generaltexth->allTexts[407], 235, 299, GEOR16, tytulowy, background); CSDL_Ext::printAtMiddle(CGI->generaltexth->allTexts[408], 235, 329, GEOR16, zwykly, background); CSDL_Ext::printAtMiddle(CGI->generaltexth->allTexts[409], 235, 426, GEOR16, zwykly, background); std::string attackerName, defenderName; if(owner->attackingHeroInstance) //a hero attacked { SDL_BlitSurface(graphics->portraitLarge[owner->attackingHeroInstance->portrait], NULL, background, &genRect(64, 58, 21, 38)); //setting attackerName attackerName = owner->attackingHeroInstance->name; } else //a monster attacked { int bestMonsterID = -1; int bestPower = 0; for(std::map >::const_iterator it = owner->army1->slots.begin(); it!=owner->army1->slots.end(); ++it) { if( CGI->creh->creatures[it->first].AIValue > bestPower) { bestPower = CGI->creh->creatures[it->first].AIValue; bestMonsterID = it->first; } } SDL_BlitSurface(graphics->bigImgs[bestMonsterID], NULL, background, &genRect(64, 58, 21, 38)); //setting attackerName attackerName = CGI->creh->creatures[bestMonsterID].namePl; } if(owner->defendingHeroInstance) //a hero defended { SDL_BlitSurface(graphics->portraitLarge[owner->defendingHeroInstance->portrait], NULL, background, &genRect(64, 58, 391, 38)); //setting defenderName defenderName = owner->defendingHeroInstance->name; } else //a monster defended { int bestMonsterID = -1; int bestPower = 0; for(std::map >::const_iterator it = owner->army2->slots.begin(); it!=owner->army2->slots.end(); ++it) { if( CGI->creh->creatures[it->second.first].AIValue > bestPower) { bestPower = CGI->creh->creatures[it->second.first].AIValue; bestMonsterID = it->second.first; } } SDL_BlitSurface(graphics->bigImgs[bestMonsterID], NULL, background, &genRect(64, 58, 391, 38)); //setting defenderName defenderName = CGI->creh->creatures[bestMonsterID].namePl; } //printing attacker and defender's names CSDL_Ext::printAtMiddle(attackerName, 156, 44, GEOR16, zwykly, background); CSDL_Ext::printAtMiddle(defenderName, 314, 44, GEOR16, 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, GEOR16, 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::set >::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, GEOR13, zwykly, background); xPos += 42; } } } //printing result description bool weAreAttacker = (LOCPLINT->playerID == owner->attackingHeroInstance->tempOwner); switch(br.result) { case 0: //normal victory if((br.winner == 0 && weAreAttacker) || (br.winner == 1 && !weAreAttacker)) //we've won { CGI->musich->playMusic(musicBase::winBattle); #ifdef _WIN32 CGI->videoh->open(VIDEO_WIN); #else CGI->videoh->open(VIDEO_WIN, true); #endif CSDL_Ext::printAtMiddle(CGI->generaltexth->allTexts[304], 235, 235, GEOR13, zwykly, background); } else { CGI->musich->playMusic(musicBase::loseCombat); CGI->videoh->open(VIDEO_LOSE_BATTLE_START); CSDL_Ext::printAtMiddle(CGI->generaltexth->allTexts[311], 235, 235, GEOR13, zwykly, background); } break; case 1: //flee if((br.winner == 0 && weAreAttacker) || (br.winner == 1 && !weAreAttacker)) //we've won { CGI->musich->playMusic(musicBase::winBattle); #ifdef _WIN32 CGI->videoh->open(VIDEO_WIN); #else CGI->videoh->open(VIDEO_WIN, true); #endif CSDL_Ext::printAtMiddle(CGI->generaltexth->allTexts[303], 235, 235, GEOR13, zwykly, background); } else { CGI->musich->playMusic(musicBase::retreatBattle); CGI->videoh->open(VIDEO_RETREAT_START); CSDL_Ext::printAtMiddle(CGI->generaltexth->allTexts[310], 235, 235, GEOR13, zwykly, background); } break; case 2: //surrender if((br.winner == 0 && weAreAttacker) || (br.winner == 1 && !weAreAttacker)) //we've won { CGI->musich->playMusic(musicBase::winBattle); #ifdef _WIN32 CGI->videoh->open(VIDEO_WIN); #else CGI->videoh->open(VIDEO_WIN, true); #endif CSDL_Ext::printAtMiddle(CGI->generaltexth->allTexts[302], 235, 235, GEOR13, zwykly, background); } else { CGI->musich->playMusic(musicBase::surrenderBattle); CGI->videoh->open(VIDEO_SURRENDER); CSDL_Ext::printAtMiddle(CGI->generaltexth->allTexts[309], 235, 235, GEOR13, zwykly, background); } break; } } CBattleResultWindow::~CBattleResultWindow() { SDL_FreeSurface(background); } void CBattleResultWindow::activate() { LOCPLINT->showingDialog->set(true); exit->activate(); } void CBattleResultWindow::deactivate() { exit->deactivate(); } void CBattleResultWindow::show(SDL_Surface *to) { //evaluating to if(!to) to = screen; CGI->videoh->update(107, 70, background, false, true); SDL_BlitSurface(background, NULL, to, &pos); exit->show(to); } void CBattleResultWindow::bExitf() { GH.popInts(2); //first - we; second - battle interface LOCPLINT->showingDialog->setn(false); CGI->videoh->close(); } CBattleOptionsWindow::CBattleOptionsWindow(const SDL_Rect & position, CBattleInterface *owner): myInt(owner) { pos = position; background = BitmapHandler::loadBitmap("comopbck.bmp", true); graphics->blueToPlayersAdv(background, LOCPLINT->playerID); 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->settings.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->settings.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->settings.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[392].first, CGI->generaltexth->zelp[392].second, boost::bind(&CBattleOptionsWindow::bDefaultf,this), 405, 443, "codefaul.def"); std::swap(setToDefault->imgs[0][0], setToDefault->imgs[0][1]); exit = new AdventureMapButton (CGI->generaltexth->zelp[393].first, CGI->generaltexth->zelp[393].second, boost::bind(&CBattleOptionsWindow::bExitf,this), 516, 443, "soretrn.def",SDLK_RETURN); std::swap(exit->imgs[0][0], exit->imgs[0][1]); //printing texts to background CSDL_Ext::printAtMiddle(CGI->generaltexth->allTexts[392], 240, 32, GEOR16, tytulowy, background); //window title CSDL_Ext::printAtMiddle(CGI->generaltexth->allTexts[393], 122, 211, GEOR16, tytulowy, background); //animation speed CSDL_Ext::printAtMiddle(CGI->generaltexth->allTexts[394], 122, 292, GEOR16, tytulowy, background); //music volume CSDL_Ext::printAtMiddle(CGI->generaltexth->allTexts[395], 122, 358, GEOR16, tytulowy, background); //effects' volume CSDL_Ext::printAtMiddle(CGI->generaltexth->allTexts[396], 353, 64, GEOR16, tytulowy, background); //auto - combat options CSDL_Ext::printAtMiddle(CGI->generaltexth->allTexts[397], 353, 264, GEOR16, tytulowy, background); //creature info //auto - combat options CSDL_Ext::printAt(CGI->generaltexth->allTexts[398], 283, 87, GEOR16, zwykly, background); //creatures CSDL_Ext::printAt(CGI->generaltexth->allTexts[399], 283, 117, GEOR16, zwykly, background); //spells CSDL_Ext::printAt(CGI->generaltexth->allTexts[400], 283, 147, GEOR16, zwykly, background); //catapult CSDL_Ext::printAt(CGI->generaltexth->allTexts[151], 283, 177, GEOR16, zwykly, background); //ballista CSDL_Ext::printAt(CGI->generaltexth->allTexts[401], 283, 207, GEOR16, zwykly, background); //first aid tent //creature info CSDL_Ext::printAt(CGI->generaltexth->allTexts[402], 283, 286, GEOR16, zwykly, background); //all stats CSDL_Ext::printAt(CGI->generaltexth->allTexts[403], 283, 316, GEOR16, zwykly, background); //spells only //general options CSDL_Ext::printAt(CGI->generaltexth->allTexts[404], 61, 58, GEOR16, zwykly, background); //hex grid CSDL_Ext::printAt(CGI->generaltexth->allTexts[405], 61, 91, GEOR16, zwykly, background); //movement shadow CSDL_Ext::printAt(CGI->generaltexth->allTexts[406], 61, 124, GEOR16, zwykly, background); //cursor shadow CSDL_Ext::printAt(CGI->generaltexth->allTexts[577], 61, 157, GEOR16, 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->show(to); exit->show(to); viewGrid->show(to); movementShadow->show(to); animSpeeds->show(to); mouseShadow->show(to); } void CBattleOptionsWindow::bDefaultf() { } void CBattleOptionsWindow::bExitf() { GH.popIntTotally(this); }