#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 "CCursorHandler.h" #include "CCallback.h" #include "CGameState.h" #include "hch/CGeneralTextHandler.h" #include "client/CCreatureAnimation.h" #include "client/Graphics.h" #include "client/CSpellWindow.h" #include #include #include "lib/CondSh.h" #include "lib/NetPacks.h" #include #ifndef __GNUC__ const double M_PI = 3.14159265358979323846; #else #define _USE_MATH_DEFINES #include #endif extern SDL_Surface * screen; extern TTF_Font * TNRB16, *TNR, *GEOR13, *GEORXX, *GEORM, *GEOR16; extern SDL_Color zwykly; struct CMP_stack2 { inline bool operator ()(const CStack& a, const CStack& b) { return (a.speed())>(b.speed()); } } cmpst2 ; CBattleInterface::CBattleInterface(CCreatureSet * army1, CCreatureSet * army2, CGHeroInstance *hero1, CGHeroInstance *hero2, const SDL_Rect & myRect) : printCellBorders(true), attackingHeroInstance(hero1), defendingHeroInstance(hero2), animCount(0), activeStack(-1), givenCommand(NULL), attackingInfo(NULL), myTurn(false), resWindow(NULL), showStackQueue(false), animSpeed(2), printStackRange(true), printMouseShadow(true), spellDestSelectMode(false), spellToCast(NULL), previouslyHoveredHex(-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) { std::pair coords = CBattleHex::getXYUnitAnim(b->second.position, b->second.owner == attackingHeroInstance->tempOwner, b->second.creature); creAnims[b->second.ID] = (new CCreatureAnimation(b->second.creature->animDefName)); creAnims[b->second.ID]->setType(2); creAnims[b->second.ID]->pos = genRect(creAnims[b->second.ID]->fullHeight, creAnims[b->second.ID]->fullWidth, coords.first, coords.second); creDir[b->second.ID] = b->second.owner==attackingHeroInstance->tempOwner; } //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); for(int g=0; gformat->palette->ncolors; ++g) { if((amountNormal->format->palette->colors+g)->b != 132 && (amountNormal->format->palette->colors+g)->g != 231 && (amountNormal->format->palette->colors+g)->r != 255) //it's not yellow border { (amountNormal->format->palette->colors+g)->r = (float)((amountNormal->format->palette->colors+g)->r) * 0.54f; (amountNormal->format->palette->colors+g)->g = (float)((amountNormal->format->palette->colors+g)->g) * 0.19f; (amountNormal->format->palette->colors+g)->b = (float)((amountNormal->format->palette->colors+g)->b) * 0.93f; } } amountPositive = BitmapHandler::loadBitmap("CMNUMWIN.BMP"); CSDL_Ext::alphaTransform(amountPositive); for(int g=0; gformat->palette->ncolors; ++g) { if((amountPositive->format->palette->colors+g)->b != 132 && (amountPositive->format->palette->colors+g)->g != 231 && (amountPositive->format->palette->colors+g)->r != 255) //it's not yellow border { (amountPositive->format->palette->colors+g)->r = (float)((amountPositive->format->palette->colors+g)->r) * 0.18f; (amountPositive->format->palette->colors+g)->g = (float)((amountPositive->format->palette->colors+g)->g) * 1.00f; (amountPositive->format->palette->colors+g)->b = (float)((amountPositive->format->palette->colors+g)->b) * 0.18f; } } amountNegative = BitmapHandler::loadBitmap("CMNUMWIN.BMP"); CSDL_Ext::alphaTransform(amountNegative); for(int g=0; gformat->palette->ncolors; ++g) { if((amountNegative->format->palette->colors+g)->b != 132 && (amountNegative->format->palette->colors+g)->g != 231 && (amountNegative->format->palette->colors+g)->r != 255) //it's not yellow border { (amountNegative->format->palette->colors+g)->r = (float)((amountNegative->format->palette->colors+g)->r) * 1.00f; (amountNegative->format->palette->colors+g)->g = (float)((amountNegative->format->palette->colors+g)->g) * 0.18f; (amountNegative->format->palette->colors+g)->b = (float)((amountNegative->format->palette->colors+g)->b) * 0.18f; } } amountEffNeutral = BitmapHandler::loadBitmap("CMNUMWIN.BMP"); CSDL_Ext::alphaTransform(amountNegative); for(int g=0; gformat->palette->ncolors; ++g) { if((amountNegative->format->palette->colors+g)->b != 132 && (amountNegative->format->palette->colors+g)->g != 231 && (amountNegative->format->palette->colors+g)->r != 255) //it's not yellow border { (amountNegative->format->palette->colors+g)->r = (float)((amountNegative->format->palette->colors+g)->r) * 1.00f; (amountNegative->format->palette->colors+g)->g = (float)((amountNegative->format->palette->colors+g)->g) * 1.00f; (amountNegative->format->palette->colors+g)->b = (float)((amountNegative->format->palette->colors+g)->b) * 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 (std::string(), std::string(), boost::bind(&CBattleInterface::bOptionsf,this), 3 + pos.x, 561 + pos.y, "icm003.def", SDLK_o); bSurrender = new AdventureMapButton (std::string(), std::string(), boost::bind(&CBattleInterface::bSurrenderf,this), 54 + pos.x, 561 + pos.y, "icm001.def", SDLK_s); bFlee = new AdventureMapButton (std::string(), std::string(), boost::bind(&CBattleInterface::bFleef,this), 105 + pos.x, 561 + pos.y, "icm002.def", SDLK_r); bAutofight = new AdventureMapButton (std::string(), std::string(), boost::bind(&CBattleInterface::bAutofightf,this), 157 + pos.x, 561 + pos.y, "icm004.def", SDLK_a); bSpell = new AdventureMapButton (std::string(), std::string(), boost::bind(&CBattleInterface::bSpellf,this), 645 + pos.x, 561 + pos.y, "icm005.def", SDLK_c); bWait = new AdventureMapButton (std::string(), std::string(), boost::bind(&CBattleInterface::bWaitf,this), 696 + pos.x, 561 + pos.y, "icm006.def", SDLK_w); bDefence = new AdventureMapButton (std::string(), std::string(), 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); } 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 resWindow; 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; } void CBattleInterface::setPrintCellBorders(bool set) { printCellBorders = set; redrawBackgroundWithHexes(activeStack); } void CBattleInterface::setPrintStackRange(bool set) { printStackRange = set; redrawBackgroundWithHexes(activeStack); } void CBattleInterface::setPrintMouseShadow(bool set) { printMouseShadow = set; } void CBattleInterface::activate() { KeyInterested::activate(); MotionInterested::activate(); subInt = NULL; 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(); } void CBattleInterface::deactivate() { KeyInterested::deactivate(); MotionInterested::deactivate(); 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(); } void CBattleInterface::show(SDL_Surface * to) { std::map stacks = LOCPLINT->cb->battleGetStacks(); //used in a few places ++animCount; if(!to) //"evaluating" to to = screen; //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(printCellBorders) { CSDL_Ext::blit8bppAlphaTo24bpp(cellBorders, NULL, to, &pos); } } //printing hovered cell if(printMouseShadow) { for(int b=0; bh, cellShade->w, x, y)); } } } //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); //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]], false, stackDeadByHex[b][v]==activeStack); //increment always when moving, never if stack died } } for(int b=0; bgetType(); bool incrementFrame = (animCount%(4/animSpeed)==0) && animType!=0 && animType!=5 && animType!=20 && animType!=21 && animType!=3; creAnims[stackAliveByHex[b][v]]->nextFrame(to, creAnims[stackAliveByHex[b][v]]->pos.x + pos.x, creAnims[stackAliveByHex[b][v]]->pos.y + pos.y, creDir[stackAliveByHex[b][v]], incrementFrame, stackAliveByHex[b][v]==activeStack); //increment always when moving, never if stack died //printing amount if(stacks[stackAliveByHex[b][v]].amount > 0) //don't print if stack is not alive { int xAdd = stacks[stackAliveByHex[b][v]].attackerOwned ? 220 : 202; //blitting amoutn background box SDL_Surface *amountBG = NULL; if(stacks[stackAliveByHex[b][v]].effects.size() == 0) { amountBG = amountNormal; } else { int pos=0; //determining total positiveness of effects for(int c=0; cspellh->spells[ stacks[stackAliveByHex[b][v]].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[stackAliveByHex[b][v]]->pos.x + xAdd + pos.x, creAnims[stackAliveByHex[b][v]]->pos.y + 260 + pos.y)); //blitting amount std::stringstream ss; ss<pos.x + xAdd + 14 + pos.x, creAnims[stackAliveByHex[b][v]]->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) { blitAt(it->anim->ourImages[(it->frame)%it->anim->ourImages.size()].bitmap, it->x + pos.x, it->y + pos.y, to); ++(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 = 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; } } } //showing window with result of battle if(resWindow) { resWindow->show(to); } } void CBattleInterface::keyPressed(const SDL_KeyboardEvent & key) { if(key.keysym.sym == SDLK_q) { showStackQueue = key.state==SDL_PRESSED; } } void CBattleInterface::mouseMoved(const SDL_MouseMotionEvent &sEvent) { if(activeStack>=0 && !spellDestSelectMode) { int myNumber = -1; //number of hovered tile for(int g=0; gcurh->changeGraphic(1, 6); } else { if(std::find(shadedHexes.begin(),shadedHexes.end(),myNumber) == shadedHexes.end()) { CStack *shere = LOCPLINT->cb->battleGetStackByPos(myNumber); if(shere) { if(shere->owner == LOCPLINT->playerID) //our stack CGI->curh->changeGraphic(1,5); else if(LOCPLINT->cb->battleCanShoot(activeStack,myNumber)) //we can shoot enemy CGI->curh->changeGraphic(1,3); else if(isTileAttackable(myNumber)) //available enemy (melee attackable) { int fromHex = previouslyHoveredHex; if(fromHex!=-1 && fromHex%17!=0 && fromHex%17!=16 && vstd::contains(shadedHexes, fromHex)) { switch(BattleInfo::mutualPosition(fromHex, myNumber)) { case 0: CGI->curh->changeGraphic(1,12); break; case 1: CGI->curh->changeGraphic(1,7); break; case 2: CGI->curh->changeGraphic(1,8); break; case 3: CGI->curh->changeGraphic(1,9); break; case 4: CGI->curh->changeGraphic(1,10); break; case 5: CGI->curh->changeGraphic(1,11); break; } } } else //unavailable enemy CGI->curh->changeGraphic(1,0); } else //empty unavailable tile CGI->curh->changeGraphic(1,0); } else //available tile { if(LOCPLINT->cb->battleGetStackByID(activeStack)->creature->isFlying()) CGI->curh->changeGraphic(1,2); else CGI->curh->changeGraphic(1,1); } } } else if(spellDestSelectMode) { int myNumber = -1; //number of hovered tile for(int g=0; gcurh->changeGraphic(1, 0); } else { switch(spellSelMode) { case 0: CGI->curh->changeGraphic(3, 0); break; case 1: if(LOCPLINT->cb->battleGetStackByPos(myNumber) && LOCPLINT->playerID == LOCPLINT->cb->battleGetStackByPos(myNumber)->owner ) CGI->curh->changeGraphic(3, 0); else CGI->curh->changeGraphic(1, 0); break; case 2: if(LOCPLINT->cb->battleGetStackByPos(myNumber) && LOCPLINT->playerID != LOCPLINT->cb->battleGetStackByPos(myNumber)->owner ) CGI->curh->changeGraphic(3, 0); else CGI->curh->changeGraphic(1, 0); break; case 3: if(LOCPLINT->cb->battleGetStackByPos(myNumber)) CGI->curh->changeGraphic(3, 0); else CGI->curh->changeGraphic(1, 0); break; case 4: //TODO: implement this case break; } } } } 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) { show(); CSDL_Ext::update(); SDL_framerateDelay(LOCPLINT->mainFPSmng); } creDir[number] = !creDir[number]; CStack curs = *LOCPLINT->cb->battleGetStackByID(number); std::pair coords = CBattleHex::getXYUnitAnim(hex, creDir[number], curs.creature); creAnims[number]->pos.x = coords.first; //creAnims[number]->pos.y = coords.second; if(wideTrick && curs.creature->isDoubleWide()) { 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) { show(); CSDL_Ext::update(); SDL_framerateDelay(LOCPLINT->mainFPSmng); } creAnims[number]->setType(2); return true; } void CBattleInterface::bOptionsf() { CGI->curh->changeGraphic(0,0); deactivate(); SDL_Rect temp_rect = genRect(431, 481, 160, 84); CBattleOptionsWindow * optionsWin = new CBattleOptionsWindow(temp_rect, this); optionsWin->activate(); LOCPLINT->objsToBlit.push_back(optionsWin); } void CBattleInterface::bSurrenderf() { } void CBattleInterface::bFleef() { CFunctionList ony = boost::bind(&CBattleInterface::activate,this); ony += boost::bind(&CBattleInterface::reallyFlee,this); LOCPLINT->showYesNoDialog(CGI->generaltexth->allTexts[28],std::vector(), ony, boost::bind(&CBattleInterface::activate,this), true, false); } void CBattleInterface::reallyFlee() { giveCommand(4,0,0); CGI->curh->changeGraphic(0, 0); } void CBattleInterface::bAutofightf() { } void CBattleInterface::bSpellf() { CGI->curh->changeGraphic(0,0); deactivate(); const CGHeroInstance * chi = NULL; if(attackingHeroInstance->tempOwner == LOCPLINT->playerID) chi = attackingHeroInstance; else chi = defendingHeroInstance; CSpellWindow * spellWindow = new CSpellWindow(genRect(595, 620, 90, 2), chi); spellWindow->activate(); LOCPLINT->objsToBlit.push_back(spellWindow); } void CBattleInterface::bWaitf() { giveCommand(8,0,activeStack); } void CBattleInterface::bDefencef() { giveCommand(3,0,activeStack); } void CBattleInterface::bConsoleUpf() { console->scrollUp(); } void CBattleInterface::bConsoleDownf() { console->scrollDown(); } void CBattleInterface::newStack(CStack stack) { creAnims[stack.ID] = new CCreatureAnimation(stack.creature->animDefName); creAnims[stack.ID]->setType(2); creDir[stack.ID] = stack.owner==attackingHeroInstance->tempOwner; } void CBattleInterface::stackRemoved(CStack stack) { delete creAnims[stack.ID]; creAnims.erase(stack.ID); } 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 } void CBattleInterface::stackMoved(int number, int destHex, bool endMoving) { bool startMoving = creAnims[number]->type==20; //a few useful variables int curStackPos = LOCPLINT->cb->battleGetPos(number); int steps = creAnims[number]->framesInGroup(0)*getAnimSpeedMultiplier()-1; int hexWbase = 44, hexHbase = 42; bool twoTiles = LOCPLINT->cb->battleGetCreature(number).isDoubleWide(); if(startMoving) //animation of starting move; some units don't have this animation (ie. halberdier) { CGI->curh->hide(); for(int i=0; iframesInGroup(20)*getAnimSpeedMultiplier()-1; ++i) { show(); CSDL_Ext::update(); SDL_framerateDelay(LOCPLINT->mainFPSmng); if((animCount+1)%(4/animSpeed)==0) creAnims[number]->incrementFrame(); } } int mutPos = BattleInfo::mutualPosition(curStackPos, destHex); { 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 creAnims[number]->setType(0); float posX = creAnims[number]->pos.x, posY = creAnims[number]->pos.y; // for precise calculations ;] for(int i=0; ipos.x = posX; posY -= ((float)hexHbase)/((float)steps); creAnims[number]->pos.y = posY; break; case 1: posX += ((float)hexWbase)/(2.0f*steps); creAnims[number]->pos.x = posX; posY -= ((float)hexHbase)/((float)steps); creAnims[number]->pos.y = posY; break; case 2: posX += ((float)hexWbase)/((float)steps); creAnims[number]->pos.x = posX; break; case 3: posX += ((float)hexWbase)/(2.0f*steps); creAnims[number]->pos.x = posX; posY += ((float)hexHbase)/((float)steps); creAnims[number]->pos.y = posY; break; case 4: posX -= ((float)hexWbase)/(2.0f*steps); creAnims[number]->pos.x = posX; posY += ((float)hexHbase)/((float)steps); creAnims[number]->pos.y = posY; break; case 5: posX -= ((float)hexWbase)/((float)steps); creAnims[number]->pos.x = posX; break; } show(); CSDL_Ext::update(); SDL_framerateDelay(LOCPLINT->mainFPSmng); if((animCount+1)%(4/animSpeed)==0) creAnims[number]->incrementFrame(); } } if(endMoving) //animation of ending move { if(creAnims[number]->framesInGroup(21)!=0) // some units don't have this animation (ie. halberdier) { creAnims[number]->setType(21); for(int i=0; iframesInGroup(21)*getAnimSpeedMultiplier()-1; ++i) { show(); CSDL_Ext::update(); SDL_framerateDelay(LOCPLINT->mainFPSmng); if((animCount+1)%(4/animSpeed)==0) creAnims[number]->incrementFrame(); } } creAnims[number]->setType(2); //resetting to default CGI->curh->show(); } CStack curs = *LOCPLINT->cb->battleGetStackByID(number); if(endMoving) //resetting to default { if(creDir[number] != (curs.owner == attackingHeroInstance->tempOwner)) reverseCreature(number, destHex, twoTiles); } std::pair coords = CBattleHex::getXYUnitAnim(destHex, creDir[number], curs.creature); creAnims[number]->pos.x = coords.first; if(!endMoving && twoTiles && (creDir[number] != (curs.owner == attackingHeroInstance->tempOwner))) //big 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(); 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(); CSDL_Ext::update(); SDL_framerateDelay(LOCPLINT->mainFPSmng); } } } //initializing std::map animLengths; std::map increments; int maxLen = 0; for(size_t g=0; gsetType(5); //death animLen = creAnims[attackedInfos[g].ID]->framesInGroup(5); } else { creAnims[attackedInfos[g].ID]->setType(3); //getting hit animLen = creAnims[attackedInfos[g].ID]->framesInGroup(3); } animLengths.insert(std::make_pair(attackedInfos[g].ID, animLen)); increments.insert(std::make_pair(attackedInfos[g].ID, 0)); if(animLen > maxLen) { maxLen = animLen; } } //main showing loop bool continueLoop = true; while(continueLoop) { show(); CSDL_Ext::update(); SDL_framerateDelay(LOCPLINT->mainFPSmng); for(size_t g=0; gincrementFrame(); ++(increments[attackedInfos[g].ID]); } if(increments[attackedInfos[g].ID]>=animLengths[attackedInfos[g].ID] && 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; ggetType() == 3) creAnims[attackedInfos[g].ID]->setType(2); } //printing info to console for(size_t g=0; ggetType()!=2) { show(); CSDL_Ext::update(); 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.creature->isDoubleWide()) { 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.creature->isDoubleWide()) { 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.creature->isDoubleWide()) { 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.creature->isDoubleWide()) { 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)->ID; attackingInfo->reversing = false; attackingInfo->posShiftDueToDist = reversedShift; attackingInfo->shooting = false; 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!"<addText(CGI->generaltexth->allTexts[412]); } 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; bcb->battleGetStackByPos(whichOne) || LOCPLINT->playerID != LOCPLINT->cb->battleGetStackByPos(whichOne)->owner ) allowCasting = false; break; case 2: if(!LOCPLINT->cb->battleGetStackByPos(whichOne) || LOCPLINT->playerID == LOCPLINT->cb->battleGetStackByPos(whichOne)->owner ) allowCasting = false; break; case 3: if(!LOCPLINT->cb->battleGetStackByPos(whichOne)) allowCasting = false; break; case 4: //TODO: implement this case break; } //destination checked if(allowCasting) { spellToCast->destinationTile = whichOne; LOCPLINT->cb->battleMakeAction(spellToCast); delete spellToCast; spellToCast = NULL; spellDestSelectMode = false; CGI->curh->changeGraphic(1, 6); } } else { 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 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 { switch(CGI->curh->number) { case 12: giveCommand(6,whichOne + ( (whichOne/17)%2 ? 17 : 18 ),activeStack,whichOne); break; case 7: giveCommand(6,whichOne + ( (whichOne/17)%2 ? 16 : 17 ),activeStack,whichOne); break; case 8: giveCommand(6,whichOne - 1,activeStack,whichOne); break; case 9: giveCommand(6,whichOne - ( (whichOne/17)%2 ? 18 : 17 ),activeStack,whichOne); break; case 10: giveCommand(6,whichOne - ( (whichOne/17)%2 ? 17 : 16 ),activeStack,whichOne); break; case 11: giveCommand(6,whichOne + 1,activeStack,whichOne); break; } 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)/17), float(abs(dest - fromHex)%17)); if(fromHex < dest) projectileAngle = -projectileAngle; SProjectileInfo spi; spi.creID = LOCPLINT->cb->battleGetStackByID(ID)->creature->idNumber; 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->battleGetCreature(ID)); std::pair destcoord = CBattleHex::getXYUnitAnim(dest, false, &LOCPLINT->cb->battleGetCreature(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; 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) { deactivate(); CGI->curh->changeGraphic(0,0); SDL_Rect temp_rect = genRect(561, 470, 165, 19); resWindow = new CBattleReslutWindow(br, temp_rect, this); resWindow->activate(); } void CBattleInterface::spellCasted(SpellCasted * sc) { std::vector< std::string > anims; //for magic arrow and ice bolt 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) //initialiaztion 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)->creature); //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; 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(); SDL_framerateDelay(LOCPLINT->mainFPSmng); } int b=0; //TODO use me break; //for 15 and 16 cases } case 17: //lightning bolt { displayEffect(1, sc->tile); break; } case 18: //implosion { displayEffect(10, sc->tile); break; } case 27: //shield { displayEffect(27, sc->tile); break; } case 28: //air shield { displayEffect(2, sc->tile); break; } case 41: //bless { displayEffect(36, sc->tile); break; } case 42: //curse { displayEffect(40, sc->tile); break; } case 43: //bloodlust { displayEffect(4, sc->tile); //TODO: give better animation for this spell break; } case 45: //weakness { displayEffect(56, sc->tile); //TODO: give better animation for this spell break; } case 46: //stone skin { displayEffect(54, sc->tile); break; } case 48: //prayer { displayEffect(0, sc->tile); break; } case 53: //haste { displayEffect(31, sc->tile); break; } case 54: //slow { displayEffect(19, sc->tile); break; } case 56: //frenzy { displayEffect(17, sc->tile); break; } case 61: //forgetfulness { displayEffect(42, sc->tile); break; } } } 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) { 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_2") != std::string::npos) { 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; } } CGI->curh->changeGraphic(3, 0); } void CBattleInterface::displayEffect(ui32 effect, int destTile) { 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) { animSpeed = set; } int CBattleInterface::getAnimSpeed() const { return animSpeed; } float CBattleInterface::getAnimSpeedMultiplier() const { switch(animSpeed) { case 1: return 3.5f; case 2: return 2.2f; case 4: return 1.0f; default: return 0.0f; } } void CBattleInterface::attackingShowHelper() { if(attackingInfo && !attackingInfo->reversing) { if(attackingInfo->frame == 0) { CStack aStack = *LOCPLINT->cb->battleGetStackByID(attackingInfo->ID); //attacking stack if(attackingInfo->shooting) { creAnims[attackingInfo->ID]->setType(attackingInfo->shootingGroup); } else { if(aStack.creature->isDoubleWide()) { switch(BattleInfo::mutualPosition(aStack.position+attackingInfo->posShiftDueToDist, attackingInfo->dest)) //attack direction { case 0: creAnims[attackingInfo->ID]->setType(11); break; case 1: creAnims[attackingInfo->ID]->setType(11); break; case 2: creAnims[attackingInfo->ID]->setType(12); break; case 3: creAnims[attackingInfo->ID]->setType(13); break; case 4: creAnims[attackingInfo->ID]->setType(13); break; case 5: creAnims[attackingInfo->ID]->setType(12); break; } } else //else for if(aStack.creature->isDoubleWide()) { switch(BattleInfo::mutualPosition(aStack.position, attackingInfo->dest)) //attack direction { case 0: creAnims[attackingInfo->ID]->setType(11); break; case 1: creAnims[attackingInfo->ID]->setType(11); break; case 2: creAnims[attackingInfo->ID]->setType(12); break; case 3: creAnims[attackingInfo->ID]->setType(13); break; case 4: creAnims[attackingInfo->ID]->setType(13); break; case 5: creAnims[attackingInfo->ID]->setType(12); break; } } } } else if(attackingInfo->frame == (attackingInfo->maxframe - 1)) { attackingInfo->reversing = true; CStack* aStackp = LOCPLINT->cb->battleGetStackByID(attackingInfo->ID); //attacking stack if(aStackp == NULL) return; CStack aStack = *aStackp; if(aStack.attackerOwned) { if(aStack.creature->isDoubleWide()) { 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.creature->isDoubleWide()) { 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.creature->isDoubleWide()) { 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.creature->isDoubleWide()) { 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/animSpeed) == 0) attackingInfo->frame++; } } } void CBattleInterface::redrawBackgroundWithHexes(int activeStack) { shadedHexes = LOCPLINT->cb->battleGetAvailableHexes(activeStack); //preparating background graphic with hexes and shaded hexes blitAt(background, 0, 0, backgroundWithHexes); if(printCellBorders) CSDL_Ext::blit8bppAlphaTo24bpp(cellBorders, NULL, backgroundWithHexes, NULL); if(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]; CStack attacker = *LOCPLINT->cb->battleGetStackByID(IDby); CStack defender = *LOCPLINT->cb->battleGetStackByID(ID); 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; 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); ++image; if(dh->ourImages[(i+1)%dh->ourImages.size()].groupNumber!=phase) //back to appropriate frame { image = 0; } break; } } } void CBattleHero::activate() { ClickableL::activate(); } void CBattleHero::deactivate() { ClickableL::deactivate(); } void CBattleHero::setPhase(int newPhase) { phase = newPhase; image = 0; } void CBattleHero::clickLeft(boost::logic::tribool down) { if(!down && myHero) { for(int it=0; itbfield[it].hovered && myOwner->bfield[it].strictHovered) return; } CGI->curh->changeGraphic(0,0); LOCPLINT->curint->deactivate(); CSpellWindow * spellWindow = new CSpellWindow(genRect(595, 620, 90, 2), myHero); spellWindow->activate(); LOCPLINT->objsToBlit.push_back(spellWindow); } } CBattleHero::CBattleHero(const std::string & defName, int phaseG, int imageG, bool flipG, unsigned char player, const CGHeroInstance * hero, const CBattleInterface * owner): phase(phaseG), image(imageG), flip(flipG), flagAnim(0), myHero(hero), myOwner(owner) { 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; } dh->ourImages[i].bitmap = 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) { flag->ourImages[i].bitmap = 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 CCreature * creature) { 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(creature && creature->isDoubleWide()) { if(attacker) { ret.first -= 42; } else { ret.first += 42; } } //returning return ret; } void CBattleHex::activate() { Hoverable::activate(); MotionInterested::activate(); ClickableL::activate(); ClickableR::activate(); } void CBattleHex::deactivate() { Hoverable::deactivate(); MotionInterested::deactivate(); ClickableL::deactivate(); ClickableR::deactivate(); } void CBattleHex::hover(bool on) { hovered = on; Hoverable::hover(on); if(!on && setAlterText) { myInterface->console->alterTxt = std::string(); setAlterText = false; } } CBattleHex::CBattleHex() : myNumber(-1), accesible(true), hovered(false), strictHovered(false), myInterface(NULL), setAlterText(false) { } 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(boost::logic::tribool down) { if(!down && hovered && strictHovered) //we've been really clicked! { myInterface->hexLclicked(myNumber); } } void CBattleHex::clickRight(boost::logic::tribool down) { int stID = LOCPLINT->cb->battleGetStack(myNumber); //id of stack being on this tile if(hovered && strictHovered && stID!=-1) { 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; if(h) { pom->attackBonus = h->getPrimSkillLevel(0); pom->defenseBonus = h->getPrimSkillLevel(1); pom->luck = h->getCurrentLuck(); pom->morale = h->getCurrentMorale(); } pom->shotsLeft = myst.shots; for(int vb=0; vbeffects.insert(myst.effects[vb].id); } pom->currentHealth = myst.firstHPleft; (new CCreInfoWindow(myst.creature->idNumber,0,myst.amount,pom,boost::function(),boost::function(),NULL)) ->activate(); } delete pom; } } CBattleConsole::CBattleConsole() : lastShown(-1), alterTxt("") { } CBattleConsole::~CBattleConsole() { texts.clear(); } void CBattleConsole::show(SDL_Surface * to) { 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; } CBattleReslutWindow::CBattleReslutWindow(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(&CBattleReslutWindow::bExitf,this), 549, 524, "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::stringstream 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 { CSDL_Ext::printAtMiddle(CGI->generaltexth->allTexts[304], 235, 235, GEOR13, zwykly, background); } else { 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 { CSDL_Ext::printAtMiddle(CGI->generaltexth->allTexts[303], 235, 235, GEOR13, zwykly, background); } else { 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 { CSDL_Ext::printAtMiddle(CGI->generaltexth->allTexts[302], 235, 235, GEOR13, zwykly, background); } else { CSDL_Ext::printAtMiddle(CGI->generaltexth->allTexts[309], 235, 235, GEOR13, zwykly, background); } break; } } CBattleReslutWindow::~CBattleReslutWindow() { SDL_FreeSurface(background); } void CBattleReslutWindow::activate() { LOCPLINT->showingDialog->set(true); exit->activate(); } void CBattleReslutWindow::deactivate() { exit->deactivate(); } void CBattleReslutWindow::show(SDL_Surface *to) { //evaluating to if(!to) to = screen; SDL_BlitSurface(background, NULL, to, &pos); exit->show(to); } void CBattleReslutWindow::bExitf() { LOCPLINT->battleResultQuited(); } 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->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->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->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() { deactivate(); for(size_t g=0; gobjsToBlit.size(); ++g) { if(dynamic_cast(LOCPLINT->objsToBlit[g])) { LOCPLINT->objsToBlit.erase(LOCPLINT->objsToBlit.begin()+g); break; } } delete this; LOCPLINT->curint->activate(); }