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mirror of https://github.com/vcmi/vcmi.git synced 2024-11-24 08:32:34 +02:00
vcmi/client/CBattleInterface.cpp
2011-11-13 09:29:22 +00:00

5002 lines
151 KiB
C++

#include "CBattleInterface.h"
#include "CGameInfo.h"
#include "../lib/CLodHandler.h"
#include "SDL_Extensions.h"
#include "CAdvmapInterface.h"
#include "AdventureMapButton.h"
#include "CAnimation.h"
#include "../lib/CObjectHandler.h"
#include "../lib/CHeroHandler.h"
#include "CDefHandler.h"
#include "../lib/CSpellHandler.h"
#include "CMusicHandler.h"
#include "CMessage.h"
#include "CCursorHandler.h"
#include "../CCallback.h"
#include "../lib/BattleState.h"
#include "../lib/CGeneralTextHandler.h"
#include "CCreatureAnimation.h"
#include "Graphics.h"
#include "CSpellWindow.h"
#include "CConfigHandler.h"
#include <queue>
#include <sstream>
#include "../lib/CondSh.h"
#include "../lib/NetPacks.h"
#include "CPlayerInterface.h"
#include "CCreatureWindow.h"
#include "CVideoHandler.h"
#include "../lib/CTownHandler.h"
#include "../lib/map.h"
#include <boost/assign/list_of.hpp>
#include <boost/foreach.hpp>
#include <boost/lexical_cast.hpp>
#include <boost/algorithm/string/replace.hpp>
#ifndef __GNUC__
const double M_PI = 3.14159265358979323846;
#else
#define _USE_MATH_DEFINES
#include <cmath>
#endif
#include <boost/format.hpp>
const time_t CBattleInterface::HOVER_ANIM_DELTA = 1;
/*
* CBattleInterface.cpp, part of VCMI engine
*
* Authors: listed in file AUTHORS in main folder
*
* License: GNU General Public License v2.0 or later
* Full text of license available in license.txt file, in main folder
*
*/
extern SDL_Surface * screen;
extern SDL_Color zwykly;
CondSh<bool> CBattleInterface::animsAreDisplayed;
struct CMP_stack2
{
inline bool operator ()(const CStack& a, const CStack& b)
{
return (a.Speed())>(b.Speed());
}
} cmpst2 ;
static void transformPalette(SDL_Surface * surf, float rCor, float gCor, float bCor)
{
SDL_Color * colorsToChange = surf->format->palette->colors;
for(int g=0; g<surf->format->palette->ncolors; ++g)
{
if((colorsToChange+g)->b != 132 &&
(colorsToChange+g)->g != 231 &&
(colorsToChange+g)->r != 255) //it's not yellow border
{
(colorsToChange+g)->r = (float)((colorsToChange+g)->r) * rCor;
(colorsToChange+g)->g = (float)((colorsToChange+g)->g) * gCor;
(colorsToChange+g)->b = (float)((colorsToChange+g)->b) * bCor;
}
}
}
////////////////////////Battle helpers
//general anim
void CBattleAnimation::endAnim()
{
for(std::list<std::pair<CBattleAnimation *, bool> >::iterator it = owner->pendingAnims.begin(); it != owner->pendingAnims.end(); ++it)
{
if(it->first == this)
{
it->first = NULL;
}
}
}
bool CBattleAnimation::isEarliest(bool perStackConcurrency)
{
int lowestMoveID = owner->animIDhelper + 5;
CBattleStackAnimation * thAnim = dynamic_cast<CBattleStackAnimation *>(this);
CSpellEffectAnim * thSen = dynamic_cast<CSpellEffectAnim *>(this);
for(std::list<std::pair<CBattleAnimation *, bool> >::iterator it = owner->pendingAnims.begin(); it != owner->pendingAnims.end(); ++it)
{
CBattleStackAnimation * stAnim = dynamic_cast<CBattleStackAnimation *>(it->first);
CSpellEffectAnim * sen = dynamic_cast<CSpellEffectAnim *>(it->first);
if(perStackConcurrency && stAnim && thAnim && stAnim->stack->ID != thAnim->stack->ID)
continue;
if(sen && thSen && sen != thSen && perStackConcurrency)
continue;
CReverseAnim * revAnim = dynamic_cast<CReverseAnim *>(stAnim);
if(revAnim && thAnim && stAnim && stAnim->stack->ID == thAnim->stack->ID && revAnim->priority)
return false;
if(it->first)
amin(lowestMoveID, it->first->ID);
}
return ID == lowestMoveID || lowestMoveID == (owner->animIDhelper + 5);
}
CBattleAnimation::CBattleAnimation(CBattleInterface * _owner)
: owner(_owner), ID(_owner->animIDhelper++)
{}
//Dummy animation
bool CDummyAnim::init()
{
return true;
}
void CDummyAnim::nextFrame()
{
counter++;
if(counter > howMany)
endAnim();
}
void CDummyAnim::endAnim()
{
CBattleAnimation::endAnim();
delete this;
}
CDummyAnim::CDummyAnim(CBattleInterface * _owner, int howManyFrames) : CBattleAnimation(_owner), counter(0), howMany(howManyFrames)
{
}
//effect animation
bool CSpellEffectAnim::init()
{
if(!isEarliest(true))
return false;
if(effect == 12) //armageddon
{
if(effect == -1 || graphics->battleACToDef[effect].size() != 0)
{
CDefHandler * anim;
if(customAnim.size())
anim = CDefHandler::giveDef(customAnim);
else
anim = CDefHandler::giveDef(graphics->battleACToDef[effect][0]);
if (Vflip)
{
for (int v=0; v<anim->ourImages.size(); ++v)
{
CSDL_Ext::VflipSurf(anim->ourImages[v].bitmap);
}
}
for(int i=0; i * anim->width < owner->pos.w ; ++i)
{
for(int j=0; j * anim->height < owner->pos.h ; ++j)
{
SBattleEffect be;
be.effectID = ID;
be.anim = CDefHandler::giveDef(graphics->battleACToDef[effect][0]);
if (Vflip)
{
for (int v=0; v<be.anim->ourImages.size(); ++v)
{
CSDL_Ext::VflipSurf(be.anim->ourImages[v].bitmap);
}
}
be.frame = 0;
be.maxFrame = be.anim->ourImages.size();
be.x = i * anim->width + owner->pos.x;
be.y = j * anim->height + owner->pos.y;
owner->battleEffects.push_back(be);
}
}
}
else //there is nothing to play
{
endAnim();
return false;
}
}
else // Effects targeted at a specific creature/hex.
{
if(effect == -1 || graphics->battleACToDef[effect].size() != 0)
{
const CStack* destStack = owner->curInt->cb->battleGetStackByPos(destTile, false);
Rect &tilePos = owner->bfield[destTile].pos;
SBattleEffect be;
be.effectID = ID;
if(customAnim.size())
be.anim = CDefHandler::giveDef(customAnim);
else
be.anim = CDefHandler::giveDef(graphics->battleACToDef[effect][0]);
if (Vflip)
{
for (int v=0; v<be.anim->ourImages.size(); ++v)
{
CSDL_Ext::VflipSurf(be.anim->ourImages[v].bitmap);
}
}
be.frame = 0;
be.maxFrame = be.anim->ourImages.size();
if(effect == 1)
be.maxFrame = 3;
switch (effect)
{
case -1:
be.x = x;
be.y = y;
break;
case 0: // Prayer and Lightning Bolt.
case 1:
// Position effect with it's bottom center touching the bottom center of affected tile(s).
be.x = tilePos.x + tilePos.w/2 - be.anim->width/2;
be.y = tilePos.y + tilePos.h - be.anim->height;
break;
default:
// Position effect with it's center touching the top center of affected tile(s).
be.x = tilePos.x + tilePos.w/2 - be.anim->width/2;
be.y = tilePos.y - be.anim->height/2;
break;
}
// Correction for 2-hex creatures.
if (destStack != NULL && destStack->doubleWide())
be.x += (destStack->attackerOwned ? -1 : 1)*tilePos.w/2;
owner->battleEffects.push_back(be);
}
else //there is nothing to play
{
endAnim();
return false;
}
}
//battleEffects
return true;
}
void CSpellEffectAnim::nextFrame()
{
//notice: there may be more than one effect in owner->battleEffects correcponding to this animation (ie. armageddon)
for(std::list<SBattleEffect>::iterator it = owner->battleEffects.begin(); it != owner->battleEffects.end(); ++it)
{
if(it->effectID == ID)
{
++(it->frame);
if(it->frame == it->maxFrame)
{
endAnim();
break;
}
else
{
it->x += dx;
it->y += dy;
}
}
}
}
void CSpellEffectAnim::endAnim()
{
CBattleAnimation::endAnim();
std::vector<std::list<SBattleEffect>::iterator> toDel;
for(std::list<SBattleEffect>::iterator it = owner->battleEffects.begin(); it != owner->battleEffects.end(); ++it)
{
if(it->effectID == ID)
{
toDel.push_back(it);
}
}
for(int b=0; b<toDel.size(); ++b)
{
delete toDel[b]->anim;
owner->battleEffects.erase(toDel[b]);
}
delete this;
}
CSpellEffectAnim::CSpellEffectAnim(CBattleInterface * _owner, ui32 _effect, THex _destTile, int _dx, int _dy, bool _Vflip)
:CBattleAnimation(_owner), effect(_effect), destTile(_destTile), customAnim(""), dx(_dx), dy(_dy), Vflip(_Vflip)
{
}
CSpellEffectAnim::CSpellEffectAnim(CBattleInterface * _owner, std::string _customAnim, int _x, int _y, int _dx, int _dy, bool _Vflip)
:CBattleAnimation(_owner), effect(-1), destTile(0), customAnim(_customAnim), x(_x), y(_y), dx(_dx), dy(_dy), Vflip(_Vflip)
{
}
//stack's aniamtion
CBattleStackAnimation::CBattleStackAnimation(CBattleInterface * _owner, const CStack * _stack)
: CBattleAnimation(_owner), stack(_stack)
{
}
bool CBattleStackAnimation::isToReverseHlp(THex hexFrom, THex hexTo, bool curDir)
{
int fromMod = hexFrom % BFIELD_WIDTH;
int fromDiv = hexFrom / BFIELD_WIDTH;
int toMod = hexTo % BFIELD_WIDTH;
if(curDir && fromMod < toMod)
return false;
else if(curDir && fromMod > toMod)
return true;
else if(curDir && fromMod == toMod)
{
return fromDiv % 2 == 0;
}
else if(!curDir && fromMod < toMod)
return true;
else if(!curDir && fromMod > toMod)
return false;
else if(!curDir && fromMod == toMod)
{
return fromDiv % 2 == 1;
}
tlog1 << "Catastrope in CBattleStackAnimation::isToReverse!" << std::endl;
return false; //should never happen
}
bool CBattleStackAnimation::isToReverse(THex hexFrom, THex hexTo, bool curDir, bool toDoubleWide, bool toDir)
{
if(hexTo < 0) //turret
return false;
if(toDoubleWide)
{
return isToReverseHlp(hexFrom, hexTo, curDir) &&
(toDir ? isToReverseHlp(hexFrom, hexTo-1, curDir) : isToReverseHlp(hexFrom, hexTo+1, curDir) );
}
else
{
return isToReverseHlp(hexFrom, hexTo, curDir);
}
}
CCreatureAnimation * CBattleStackAnimation::myAnim()
{
return owner->creAnims[stack->ID];
}
//revering animation
bool CReverseAnim::init()
{
if(myAnim() == NULL || myAnim()->getType() == 5)
{
endAnim();
return false; //there is no such creature
}
if(!priority && !isEarliest(false))
return false;
if(myAnim()->framesInGroup(CCreatureAnim::TURN_R))
myAnim()->setType(CCreatureAnim::TURN_R);
else
setupSecondPart();
return true;
}
void CReverseAnim::nextFrame()
{
if(partOfAnim == 1) //first part of animation
{
if(myAnim()->onLastFrameInGroup())
{
partOfAnim = 2;
}
}
else if(partOfAnim == 2)
{
if(!secondPartSetup)
{
setupSecondPart();
}
if(myAnim()->onLastFrameInGroup())
{
endAnim();
}
}
}
void CReverseAnim::endAnim()
{
CBattleAnimation::endAnim();
if( stack->alive() )//don't do that if stack is dead
myAnim()->setType(CCreatureAnim::HOLDING);
delete this;
}
CReverseAnim::CReverseAnim(CBattleInterface * _owner, const CStack * stack, THex dest, bool _priority)
: CBattleStackAnimation(_owner, stack), partOfAnim(1), secondPartSetup(false), hex(dest), priority(_priority)
{
}
void CReverseAnim::setupSecondPart()
{
owner->creDir[stack->ID] = !owner->creDir[stack->ID];
if(!stack)
{
endAnim();
return;
}
Point coords = CBattleHex::getXYUnitAnim(hex, owner->creDir[stack->ID], stack, owner);
myAnim()->pos.x = coords.x;
//creAnims[stackID]->pos.y = coords.second;
if(stack->doubleWide())
{
if(stack->attackerOwned)
{
if(!owner->creDir[stack->ID])
myAnim()->pos.x -= 44;
}
else
{
if(owner->creDir[stack->ID])
myAnim()->pos.x += 44;
}
}
secondPartSetup = true;
if(myAnim()->framesInGroup(CCreatureAnim::TURN_L))
myAnim()->setType(CCreatureAnim::TURN_L);
else
endAnim();
}
//defence anim
bool CDefenceAnim::init()
{
//checking initial conditions
//if(owner->creAnims[stackID]->getType() != 2)
//{
// return false;
//}
if(attacker == NULL && owner->battleEffects.size() > 0)
return false;
int lowestMoveID = owner->animIDhelper + 5;
for(std::list<std::pair<CBattleAnimation *, bool> >::iterator it = owner->pendingAnims.begin(); it != owner->pendingAnims.end(); ++it)
{
CDefenceAnim * defAnim = dynamic_cast<CDefenceAnim *>(it->first);
if(defAnim && defAnim->stack->ID != stack->ID)
continue;
CBattleAttack * attAnim = dynamic_cast<CBattleAttack *>(it->first);
if(attAnim && attAnim->stack->ID != stack->ID)
continue;
if(attacker != NULL)
{
int attackerAnimType = owner->creAnims[attacker->ID]->getType();
if( attackerAnimType == 11 && attackerAnimType == 12 && attackerAnimType == 13 && owner->creAnims[attacker->ID]->getFrame() < attacker->getCreature()->attackClimaxFrame )
return false;
}
CReverseAnim * animAsRev = dynamic_cast<CReverseAnim *>(it->first);
if(animAsRev && animAsRev->priority)
return false;
if(it->first)
amin(lowestMoveID, it->first->ID);
}
if(ID > lowestMoveID)
return false;
//reverse unit if necessary
if(attacker && isToReverse(stack->position, attacker->position, owner->creDir[stack->ID], attacker->doubleWide(), owner->creDir[attacker->ID]))
{
owner->addNewAnim(new CReverseAnim(owner, stack, stack->position, true));
return false;
}
//unit reversed
if(byShooting) //delay hit animation
{
for(std::list<SProjectileInfo>::const_iterator it = owner->projectiles.begin(); it != owner->projectiles.end(); ++it)
{
if(it->creID == attacker->getCreature()->idNumber)
{
return false;
}
}
}
//initializing
if(killed)
{
CCS->soundh->playSound(battle_sound(stack->getCreature(), killed));
myAnim()->setType(CCreatureAnim::DEATH); //death
}
else
{
// TODO: this block doesn't seems correct if the unit is defending.
CCS->soundh->playSound(battle_sound(stack->getCreature(), wince));
myAnim()->setType(CCreatureAnim::HITTED); //getting hit
}
return true; //initialized successfuly
}
void CDefenceAnim::nextFrame()
{
if(!killed && myAnim()->getType() != CCreatureAnim::HITTED)
{
myAnim()->setType(CCreatureAnim::HITTED);
}
if(!myAnim()->onLastFrameInGroup())
{
if( myAnim()->getType() == CCreatureAnim::DEATH && (owner->animCount+1)%(4/owner->curInt->sysOpts.animSpeed)==0
&& !myAnim()->onLastFrameInGroup() )
{
myAnim()->incrementFrame();
}
}
else
{
endAnim();
}
}
void CDefenceAnim::endAnim()
{
//restoring animType
if(myAnim()->getType() == CCreatureAnim::HITTED)
myAnim()->setType(CCreatureAnim::HOLDING);
//printing info to console
//if(attacker!=NULL)
// owner->printConsoleAttacked(stack, dmg, amountKilled, attacker);
//const CStack * attacker = owner->curInt->cb->battleGetStackByID(IDby, false);
//const CStack * attacked = owner->curInt->cb->battleGetStackByID(stackID, false);
CBattleAnimation::endAnim();
delete this;
}
CDefenceAnim::CDefenceAnim(SStackAttackedInfo _attackedInfo, CBattleInterface * _owner)
: CBattleStackAnimation(_owner, _attackedInfo.defender), dmg(_attackedInfo.dmg),
amountKilled(_attackedInfo.amountKilled), attacker(_attackedInfo.attacker), byShooting(_attackedInfo.byShooting),
killed(_attackedInfo.killed)
{
}
////move anim
bool CBattleStackMoved::init()
{
if( !isEarliest(false) )
return false;
//a few useful variables
steps = myAnim()->framesInGroup(CCreatureAnim::MOVING)*owner->getAnimSpeedMultiplier()-1;
if(steps == 0) //this creature seems to have no move animation so we can end it immediately
{
endAnim();
return false;
}
whichStep = 0;
int hexWbase = 44, hexHbase = 42;
const CStack * movedStack = stack;
if(!movedStack || myAnim()->getType() == 5)
{
endAnim();
return false;
}
//bool twoTiles = movedStack->doubleWide();
Point begPosition = CBattleHex::getXYUnitAnim(curStackPos, movedStack->attackerOwned, movedStack, owner);
Point endPosition = CBattleHex::getXYUnitAnim(nextHex, movedStack->attackerOwned, movedStack, owner);
int mutPos = THex::mutualPosition(curStackPos, nextHex);
//reverse unit if necessary
if((begPosition.x > endPosition.x) && owner->creDir[stack->ID] == true)
{
owner->addNewAnim(new CReverseAnim(owner, stack, curStackPos, true));
return false;
}
else if ((begPosition.x < endPosition.x) && owner->creDir[stack->ID] == false)
{
owner->addNewAnim(new CReverseAnim(owner, stack, curStackPos, true));
return false;
}
if(myAnim()->getType() != CCreatureAnim::MOVING)
{
myAnim()->setType(CCreatureAnim::MOVING);
}
//unit reversed
// if(owner->moveSh <= 0)
// owner->moveSh = CCS->soundh->playSound(battle_sound(movedStack->getCreature(), move), -1);
//step shift calculation
posX = myAnim()->pos.x, posY = myAnim()->pos.y; // for precise calculations ;]
if(mutPos == -1 && movedStack->hasBonusOfType(Bonus::FLYING))
{
steps *= distance;
steps /= 2; //to make animation faster
stepX = (endPosition.x - (float)begPosition.x)/steps;
stepY = (endPosition.y - (float)begPosition.y)/steps;
}
else
{
switch(mutPos)
{
case 0:
stepX = (-1.0)*((float)hexWbase)/(2.0f*steps);
stepY = (-1.0)*((float)hexHbase)/((float)steps);
break;
case 1:
stepX = ((float)hexWbase)/(2.0f*steps);
stepY = (-1.0)*((float)hexHbase)/((float)steps);
break;
case 2:
stepX = ((float)hexWbase)/((float)steps);
stepY = 0.0;
break;
case 3:
stepX = ((float)hexWbase)/(2.0f*steps);
stepY = ((float)hexHbase)/((float)steps);
break;
case 4:
stepX = (-1.0)*((float)hexWbase)/(2.0f*steps);
stepY = ((float)hexHbase)/((float)steps);
break;
case 5:
stepX = (-1.0)*((float)hexWbase)/((float)steps);
stepY = 0.0;
break;
}
}
//step shifts calculated
return true;
}
void CBattleStackMoved::nextFrame()
{
//moving instructions
posX += stepX;
myAnim()->pos.x = posX;
posY += stepY;
myAnim()->pos.y = posY;
// Increments step count and check if we are finished with current animation
++whichStep;
if(whichStep == steps)
{
// Sets the position of the creature animation sprites
Point coords = CBattleHex::getXYUnitAnim(nextHex, owner->creDir[stack->ID], stack, owner);
myAnim()->pos = coords;
// true if creature haven't reached the final destination hex
if ((nextPos + 1) < destTiles.size())
{
// update the next hex field which has to be reached by the stack
nextPos++;
curStackPos = nextHex;
nextHex = destTiles[nextPos];
// update position of double wide creatures
bool twoTiles = stack->doubleWide();
if(twoTiles && bool(stack->attackerOwned) && (owner->creDir[stack->ID] != bool(stack->attackerOwned) )) //big attacker creature is reversed
myAnim()->pos.x -= 44;
else if(twoTiles && (! bool(stack->attackerOwned) ) && (owner->creDir[stack->ID] != bool(stack->attackerOwned) )) //big defender creature is reversed
myAnim()->pos.x += 44;
// re-init animation
for(std::list<std::pair<CBattleAnimation *, bool> >::iterator it = owner->pendingAnims.begin(); it != owner->pendingAnims.end(); ++it)
{
if (it->first == this)
{
it->second = false;
break;
}
}
}
else
endAnim();
}
}
void CBattleStackMoved::endAnim()
{
const CStack * movedStack = stack;
CBattleAnimation::endAnim();
if(movedStack)
owner->addNewAnim(new CBattleMoveEnd(owner, stack, nextHex));
if(owner->moveSh >= 0)
{
CCS->soundh->stopSound(owner->moveSh);
owner->moveSh = -1;
}
delete this;
}
CBattleStackMoved::CBattleStackMoved(CBattleInterface * _owner, const CStack * _stack, std::vector<THex> _destTiles, int _distance)
: CBattleStackAnimation(_owner, _stack), destTiles(_destTiles), nextPos(0), distance(_distance), stepX(0.0f), stepY(0.0f)
{
curStackPos = stack->position;
nextHex = destTiles.front();
}
//move started
bool CBattleMoveStart::init()
{
if( !isEarliest(false) )
return false;
if(!stack || myAnim()->getType() == 5)
{
CBattleMoveStart::endAnim();
return false;
}
CCS->soundh->playSound(battle_sound(stack->getCreature(), startMoving));
myAnim()->setType(CCreatureAnim::MOVE_START);
return true;
}
void CBattleMoveStart::nextFrame()
{
if(myAnim()->onLastFrameInGroup())
{
endAnim();
}
else
{
if((owner->animCount+1)%(4/owner->curInt->sysOpts.animSpeed)==0)
myAnim()->incrementFrame();
}
}
void CBattleMoveStart::endAnim()
{
CBattleAnimation::endAnim();
delete this;
}
CBattleMoveStart::CBattleMoveStart(CBattleInterface * _owner, const CStack * _stack)
: CBattleStackAnimation(_owner, _stack)
{
}
//move finished
bool CBattleMoveEnd::init()
{
if( !isEarliest(true) )
return false;
if(!stack || myAnim()->framesInGroup(CCreatureAnim::MOVE_END) == 0 ||
myAnim()->getType() == CCreatureAnim::DEATH)
{
endAnim();
return false;
}
CCS->soundh->playSound(battle_sound(stack->getCreature(), endMoving));
myAnim()->setType(CCreatureAnim::MOVE_END);
return true;
}
void CBattleMoveEnd::nextFrame()
{
if(myAnim()->onLastFrameInGroup())
{
endAnim();
}
}
void CBattleMoveEnd::endAnim()
{
CBattleAnimation::endAnim();
if(myAnim()->getType() != CCreatureAnim::DEATH)
myAnim()->setType(CCreatureAnim::HOLDING); //resetting to default
CCS->curh->show();
delete this;
}
CBattleMoveEnd::CBattleMoveEnd(CBattleInterface * _owner, const CStack * _stack, THex destTile)
: CBattleStackAnimation(_owner, _stack), destinationTile(destTile)
{
}
//general attack anim
void CBattleAttack::nextFrame()
{
if(myAnim()->getType() != group)
myAnim()->setType(group);
if(myAnim()->onFirstFrameInGroup())
{
if(shooting)
CCS->soundh->playSound(battle_sound(attackingStack->getCreature(), shoot));
else
CCS->soundh->playSound(battle_sound(attackingStack->getCreature(), attack));
}
else if(myAnim()->onLastFrameInGroup())
{
myAnim()->setType(CCreatureAnim::HOLDING);
endAnim();
return; //execution of endAnim deletes this !!!
}
}
bool CBattleAttack::checkInitialConditions()
{
return isEarliest(false);
}
CBattleAttack::CBattleAttack(CBattleInterface * _owner, const CStack * attacker, THex _dest, const CStack * defender)
: CBattleStackAnimation(_owner, attacker), dest(_dest), attackedStack(defender), attackingStack(attacker)
{
assert(attackingStack && "attackingStack is NULL in CBattleAttack::CBattleAttack !\n");
if(attackingStack->getCreature()->idNumber != 145) //catapult is allowed to attack not-creature
{
assert(attackedStack && "attackedStack is NULL in CBattleAttack::CBattleAttack !\n");
}
else //catapult can attack walls only
{
assert(owner->curInt->cb->battleGetWallUnderHex(_dest) >= 0);
}
attackingStackPosBeforeReturn = attackingStack->position;
}
////melee attack
bool CMeleeAttack::init()
{
if( !CBattleAttack::checkInitialConditions() )
return false;
//if(owner->creAnims[stackID]->getType()!=2)
//{
// return false;
//}
if(!attackingStack || myAnim()->getType() == 5)
{
endAnim();
return false;
}
bool toReverse = isToReverse(attackingStackPosBeforeReturn, dest, owner->creDir[stack->ID], attackedStack->doubleWide(), owner->creDir[attackedStack->ID]);
if(toReverse)
{
owner->addNewAnim(new CReverseAnim(owner, stack, attackingStackPosBeforeReturn, true));
return false;
}
//reversed
shooting = false;
static const CCreatureAnim::EAnimType mutPosToGroup[] = {CCreatureAnim::ATTACK_UP, CCreatureAnim::ATTACK_UP,
CCreatureAnim::ATTACK_FRONT, CCreatureAnim::ATTACK_DOWN, CCreatureAnim::ATTACK_DOWN, CCreatureAnim::ATTACK_FRONT};
int revShiftattacker = (attackingStack->attackerOwned ? -1 : 1);
int mutPos = THex::mutualPosition(attackingStackPosBeforeReturn, dest);
if(mutPos == -1 && attackingStack->doubleWide())
{
mutPos = THex::mutualPosition(attackingStackPosBeforeReturn + revShiftattacker, attackedStack->position);
}
if (mutPos == -1 && attackedStack->doubleWide())
{
mutPos = THex::mutualPosition(attackingStackPosBeforeReturn, attackedStack->occupiedHex());
}
if (mutPos == -1 && attackedStack->doubleWide() && attackingStack->doubleWide())
{
mutPos = THex::mutualPosition(attackingStackPosBeforeReturn + revShiftattacker, attackedStack->occupiedHex());
}
switch(mutPos) //attack direction
{
case 0: case 1: case 2: case 3: case 4: case 5:
group = mutPosToGroup[mutPos];
break;
default:
tlog1<<"Critical Error! Wrong dest in stackAttacking! dest: "<<dest<<" attacking stack pos: "<<attackingStackPosBeforeReturn<<" mutual pos: "<<mutPos<<std::endl;
group = CCreatureAnim::ATTACK_FRONT;
break;
}
return true;
}
void CMeleeAttack::nextFrame()
{
/*for(std::list<std::pair<CBattleAnimation *, bool> >::const_iterator it = owner->pendingAnims.begin(); it != owner->pendingAnims.end(); ++it)
{
CBattleMoveStart * anim = dynamic_cast<CBattleMoveStart *>(it->first);
CReverseAnim * anim2 = dynamic_cast<CReverseAnim *>(it->first);
if( (anim && anim->stackID == stackID) || (anim2 && anim2->stackID == stackID ) )
return;
}*/
CBattleAttack::nextFrame();
}
void CMeleeAttack::endAnim()
{
CBattleAnimation::endAnim();
delete this;
}
CMeleeAttack::CMeleeAttack(CBattleInterface * _owner, const CStack * attacker, THex _dest, const CStack * _attacked)
: CBattleAttack(_owner, attacker, _dest, _attacked)
{
}
//shooting anim
bool CShootingAnim::init()
{
if( !CBattleAttack::checkInitialConditions() )
return false;
const CStack * shooter = attackingStack;
if(!shooter || myAnim()->getType() == 5)
{
endAnim();
return false;
}
// Create the projectile animation
float projectileAngle; //in radians; if positive, projectiles goes up
float straightAngle = 0.2f; //maximal angle in radians between straight horizontal line and shooting line for which shot is considered to be straight (absoulte value)
int fromHex = shooter->position;
projectileAngle = atan2(float(abs(dest - fromHex) / BFIELD_WIDTH), float(abs(dest - fromHex) % BFIELD_WIDTH));
if(fromHex < dest)
projectileAngle = -projectileAngle;
// Get further info about the shooter e.g. relative pos of projectile to unit.
// If the creature id is 149 then it's a arrow tower which has no additional info so get the
// actual arrow tower shooter instead.
const CCreature *shooterInfo = shooter->getCreature();
if (shooterInfo->idNumber == 149)
{
int creID = CGI->creh->factionToTurretCreature[owner->siegeH->town->town->typeID];
shooterInfo = CGI->creh->creatures[creID];
}
SProjectileInfo spi;
spi.creID = shooter->getCreature()->idNumber;
spi.stackID = shooter->ID;
spi.reverse = !shooter->attackerOwned;
spi.step = 0;
spi.frameNum = 0;
if(vstd::contains(CGI->creh->idToProjectileSpin, shooterInfo->idNumber))
spi.spin = CGI->creh->idToProjectileSpin[shooterInfo->idNumber];
else
{
tlog2 << "Warning - no projectile spin for spi.creID " << shooterInfo->idNumber << std::endl;
spi.spin = false;
}
Point xycoord = CBattleHex::getXYUnitAnim(shooter->position, true, shooter, owner);
Point destcoord;
// The "master" point where all projectile positions relate to.
static const Point projectileOrigin(181, 252);
if (attackedStack)
{
destcoord = CBattleHex::getXYUnitAnim(dest, false, attackedStack, owner);
destcoord.x += 250; destcoord.y += 210; //TODO: find a better place to shoot
// Calculate projectile start position. Offsets are read out of the CRANIM.TXT.
if (projectileAngle > straightAngle)
{
//upper shot
spi.x = xycoord.x + projectileOrigin.x + shooterInfo->upperRightMissleOffsetX;
spi.y = xycoord.y + projectileOrigin.y + shooterInfo->upperRightMissleOffsetY;
}
else if (projectileAngle < -straightAngle)
{
//lower shot
spi.x = xycoord.x + projectileOrigin.x + shooterInfo->lowerRightMissleOffsetX;
spi.y = xycoord.y + projectileOrigin.y + shooterInfo->lowerRightMissleOffsetY;
}
else
{
//straight shot
spi.x = xycoord.x + projectileOrigin.x + shooterInfo->rightMissleOffsetX;
spi.y = xycoord.y + projectileOrigin.y + shooterInfo->rightMissleOffsetY;
}
double animSpeed = 23.0 * owner->getAnimSpeed(); // flight speed of projectile
spi.lastStep = sqrt((float)((destcoord.x - spi.x)*(destcoord.x - spi.x) + (destcoord.y - spi.y) * (destcoord.y - spi.y))) / animSpeed;
if(spi.lastStep == 0)
spi.lastStep = 1;
spi.dx = (destcoord.x - spi.x) / spi.lastStep;
spi.dy = (destcoord.y - spi.y) / spi.lastStep;
spi.catapultInfo = 0;
}
else
{
// Catapult attack
// These are the values for equations of this kind: f(x) = ax^2 + bx + c
static const std::vector<CatapultProjectileInfo*> trajectoryCurves = boost::assign::list_of<CatapultProjectileInfo*>(new CatapultProjectileInfo(4.309, -3.198, 569.2, -296, 182))
(new CatapultProjectileInfo(4.710, -3.11, 558.68, -258, 175))(new CatapultProjectileInfo(5.056, -3.003, 546.9, -236, 174))
(new CatapultProjectileInfo(4.760, -2.74, 526.47, -216, 215))(new CatapultProjectileInfo(4.288, -2.496, 508.98, -223, 274))
(new CatapultProjectileInfo(3.683, -3.018, 558.39, -324, 176))(new CatapultProjectileInfo(2.884, -2.607, 528.95, -366, 312))
(new CatapultProjectileInfo(3.783, -2.364, 501.35, -227, 318));
static std::map<int, int> hexToCurve = boost::assign::map_list_of<int, int>(29, 0)(62, 1)(95, 2)(130, 3)(182, 4)(12, 5)(50, 6)(183, 7);
std::map<int, int>::iterator it = hexToCurve.find(dest.hex);
if (it == hexToCurve.end())
{
tlog1 << "For the hex position " << dest.hex << " is no curve defined.";
endAnim();
return false;
}
else
{
int curveID = it->second;
spi.catapultInfo = trajectoryCurves[curveID];
double animSpeed = 3.318 * owner->getAnimSpeed();
spi.lastStep = (spi.catapultInfo->toX - spi.catapultInfo->fromX) / animSpeed;
spi.dx = animSpeed;
spi.dy = 0;
spi.x = xycoord.x + projectileOrigin.x + shooterInfo->rightMissleOffsetX + 17.;
spi.y = xycoord.y + projectileOrigin.y + shooterInfo->rightMissleOffsetY + 10.;
// Add explosion anim
int xEnd = spi.x + spi.lastStep * spi.dx;
int yEnd = spi.catapultInfo->calculateY(xEnd);
owner->addNewAnim( new CSpellEffectAnim(owner, "SGEXPL.DEF", xEnd - 126, yEnd - 105));
}
}
// Set starting frame
if(spi.spin)
{
spi.frameNum = 0;
}
else
{
spi.frameNum = ((M_PI/2.0f - projectileAngle) / (2.0f *M_PI) + 1/((float)(2*(owner->idToProjectile[spi.creID]->ourImages.size()-1)))) * (owner->idToProjectile[spi.creID]->ourImages.size()-1);
}
// Set projectile animation start delay which is specified in frames
spi.animStartDelay = shooterInfo->attackClimaxFrame;
owner->projectiles.push_back(spi);
//attack animation
shooting = true;
if(projectileAngle > straightAngle) //upper shot
group = CCreatureAnim::SHOOT_UP;
else if(projectileAngle < -straightAngle) //lower shot
group = CCreatureAnim::SHOOT_DOWN;
else //straight shot
group = CCreatureAnim::SHOOT_FRONT;
return true;
}
void CShootingAnim::nextFrame()
{
for(std::list<std::pair<CBattleAnimation *, bool> >::const_iterator it = owner->pendingAnims.begin(); it != owner->pendingAnims.end(); ++it)
{
CBattleMoveStart * anim = dynamic_cast<CBattleMoveStart *>(it->first);
CReverseAnim * anim2 = dynamic_cast<CReverseAnim *>(it->first);
if( (anim && anim->stack->ID == stack->ID) || (anim2 && anim2->stack->ID == stack->ID && anim2->priority ) )
return;
}
CBattleAttack::nextFrame();
}
void CShootingAnim::endAnim()
{
CBattleAnimation::endAnim();
delete this;
}
CShootingAnim::CShootingAnim(CBattleInterface * _owner, const CStack * attacker, THex _dest, const CStack * _attacked, bool _catapult, int _catapultDmg)
: CBattleAttack(_owner, attacker, _dest, _attacked), catapultDamage(_catapultDmg), catapult(_catapult)
{
}
////////////////////////
void CBattleInterface::addNewAnim(CBattleAnimation * anim)
{
pendingAnims.push_back( std::make_pair(anim, false) );
animsAreDisplayed.setn(true);
}
CBattleInterface::CBattleInterface(const CCreatureSet * army1, const CCreatureSet * army2, CGHeroInstance *hero1, CGHeroInstance *hero2, const SDL_Rect & myRect, CPlayerInterface * att, CPlayerInterface * defen)
: queue(NULL), attackingHeroInstance(hero1), defendingHeroInstance(hero2), animCount(0),
activeStack(NULL), stackToActivate(NULL), mouseHoveredStack(-1), lastMouseHoveredStackAnimationTime(-1), previouslyHoveredHex(-1),
currentlyHoveredHex(-1), attackingHex(-1), tacticianInterface(NULL), stackCanCastSpell(false), spellDestSelectMode(false), spellSelMode(NO_LOCATION), spellToCast(NULL),
siegeH(NULL), attackerInt(att), defenderInt(defen), curInt(att), animIDhelper(0), givenCommand(NULL),
myTurn(false), resWindow(NULL), moveStarted(false), moveSh(-1), bresult(NULL)
{
ObjectConstruction h__l__p(this);
if(!curInt) curInt = LOCPLINT; //may happen when we are defending during network MP game
animsAreDisplayed.setn(false);
pos = myRect;
strongInterest = true;
givenCommand = new CondSh<BattleAction *>(NULL);
if(attackerInt && attackerInt->cb->battleGetTacticDist()) //hotseat -> check tactics for both players (defender may be local human)
tacticianInterface = attackerInt;
else if(defenderInt && defenderInt->cb->battleGetTacticDist())
tacticianInterface = defenderInt;
tacticsMode = tacticianInterface; //if we found interface of player with tactics, then enter tactics mode
//create stack queue
bool embedQueue = screen->h < 700;
queue = new CStackQueue(embedQueue, this);
if(!embedQueue)
{
if(curInt->sysOpts.showQueue)
pos.y += queue->pos.h / 2; //center whole window
queue->moveTo(Point(pos.x, pos.y - queue->pos.h));
// queue->pos.x = pos.x;
// queue->pos.y = pos.y - queue->pos.h;
// pos.h += queue->pos.h;
// center();
}
queue->update();
//preparing siege info
const CGTownInstance * town = curInt->cb->battleGetDefendedTown();
if(town && town->hasFort())
{
siegeH = new SiegeHelper(town, this);
}
curInt->battleInt = this;
//initializing armies
this->army1 = army1;
this->army2 = army2;
std::vector<const CStack*> stacks = curInt->cb->battleGetAllStacks();
BOOST_FOREACH(const CStack *s, stacks)
{
newStack(s);
}
//preparing menu background and terrain
if(siegeH)
{
background = BitmapHandler::loadBitmap( siegeH->getSiegeName(0), false );
ui8 siegeLevel = curInt->cb->battleGetSiegeLevel();
if(siegeLevel >= 2) //citadel or castle
{
//print moat/mlip
SDL_Surface * moat = BitmapHandler::loadBitmap( siegeH->getSiegeName(13) ),
* mlip = BitmapHandler::loadBitmap( siegeH->getSiegeName(14) );
Point moatPos = graphics->wallPositions[siegeH->town->town->typeID][12],
mlipPos = graphics->wallPositions[siegeH->town->town->typeID][13];
if(moat) //eg. tower has no moat
blitAt(moat, moatPos.x,moatPos.y, background);
if(mlip) //eg. tower has no mlip
blitAt(mlip, mlipPos.x, mlipPos.y, background);
SDL_FreeSurface(moat);
SDL_FreeSurface(mlip);
}
}
else
{
std::vector< std::string > & backref = graphics->battleBacks[ curInt->cb->battleGetBattlefieldType() ];
background = BitmapHandler::loadBitmap(backref[ rand() % backref.size()], false );
}
//preparing menu background
//graphics->blueToPlayersAdv(menu, hero1->tempOwner);
//preparing graphics for displaying amounts of creatures
amountNormal = BitmapHandler::loadBitmap("CMNUMWIN.BMP");
CSDL_Ext::alphaTransform(amountNormal);
transformPalette(amountNormal, 0.59f, 0.19f, 0.93f);
amountPositive = BitmapHandler::loadBitmap("CMNUMWIN.BMP");
CSDL_Ext::alphaTransform(amountPositive);
transformPalette(amountPositive, 0.18f, 1.00f, 0.18f);
amountNegative = BitmapHandler::loadBitmap("CMNUMWIN.BMP");
CSDL_Ext::alphaTransform(amountNegative);
transformPalette(amountNegative, 1.00f, 0.18f, 0.18f);
amountEffNeutral = BitmapHandler::loadBitmap("CMNUMWIN.BMP");
CSDL_Ext::alphaTransform(amountEffNeutral);
transformPalette(amountEffNeutral, 1.00f, 1.00f, 0.18f);
////blitting menu background and terrain
// blitAt(background, pos.x, pos.y);
// blitAt(menu, pos.x, 556 + pos.y);
//preparing buttons and console
bOptions = new AdventureMapButton (CGI->generaltexth->zelp[381].first, CGI->generaltexth->zelp[381].second, boost::bind(&CBattleInterface::bOptionsf,this), 3 + pos.x, 561 + pos.y, "icm003.def", SDLK_o);
bSurrender = new AdventureMapButton (CGI->generaltexth->zelp[379].first, CGI->generaltexth->zelp[379].second, boost::bind(&CBattleInterface::bSurrenderf,this), 54 + pos.x, 561 + pos.y, "icm001.def", SDLK_s);
bFlee = new AdventureMapButton (CGI->generaltexth->zelp[380].first, CGI->generaltexth->zelp[380].second, boost::bind(&CBattleInterface::bFleef,this), 105 + pos.x, 561 + pos.y, "icm002.def", SDLK_r);
bFlee->block(!curInt->cb->battleCanFlee());
bSurrender->block(curInt->cb->battleGetSurrenderCost() < 0);
bAutofight = new AdventureMapButton (CGI->generaltexth->zelp[382].first, CGI->generaltexth->zelp[382].second, boost::bind(&CBattleInterface::bAutofightf,this), 157 + pos.x, 561 + pos.y, "icm004.def", SDLK_a);
bSpell = new AdventureMapButton (CGI->generaltexth->zelp[385].first, CGI->generaltexth->zelp[385].second, boost::bind(&CBattleInterface::bSpellf,this), 645 + pos.x, 561 + pos.y, "icm005.def", SDLK_c);
bSpell->block(true);
bWait = new AdventureMapButton (CGI->generaltexth->zelp[386].first, CGI->generaltexth->zelp[386].second, boost::bind(&CBattleInterface::bWaitf,this), 696 + pos.x, 561 + pos.y, "icm006.def", SDLK_w);
bDefence = new AdventureMapButton (CGI->generaltexth->zelp[387].first, CGI->generaltexth->zelp[387].second, boost::bind(&CBattleInterface::bDefencef,this), 747 + pos.x, 561 + pos.y, "icm007.def", SDLK_d);
bDefence->assignedKeys.insert(SDLK_SPACE);
bConsoleUp = new AdventureMapButton (std::string(), std::string(), boost::bind(&CBattleInterface::bConsoleUpf,this), 624 + pos.x, 561 + pos.y, "ComSlide.def", SDLK_UP);
bConsoleDown = new AdventureMapButton (std::string(), std::string(), boost::bind(&CBattleInterface::bConsoleDownf,this), 624 + pos.x, 580 + pos.y, "ComSlide.def", SDLK_DOWN);
bConsoleDown->setOffset(2);
console = new CBattleConsole();
console->pos.x = 211 + pos.x;
console->pos.y = 560 + pos.y;
console->pos.w = 406;
console->pos.h = 38;
if(tacticsMode)
{
btactNext = new AdventureMapButton(std::string(), std::string(), boost::bind(&CBattleInterface::bTacticNextStack,this), 213 + pos.x, 560 + pos.y, "icm011.def", SDLK_SPACE);
btactEnd = new AdventureMapButton(std::string(), std::string(), boost::bind(&CBattleInterface::bEndTacticPhase,this), 419 + pos.x, 560 + pos.y, "icm012.def", SDLK_RETURN);
bDefence->block(true);
bWait->block(true);
menu = BitmapHandler::loadBitmap("COPLACBR.BMP");
}
else
{
menu = BitmapHandler::loadBitmap("CBAR.BMP");
btactEnd = btactNext = NULL;
}
graphics->blueToPlayersAdv(menu, curInt->playerID);
//loading hero animations
if(hero1) // attacking hero
{
int type = hero1->type->heroType;
if ( type % 2 ) type--;
if ( hero1->sex ) type++;
attackingHero = new CBattleHero(graphics->battleHeroes[type], 0, 0, false, hero1->tempOwner, hero1->tempOwner == curInt->playerID ? hero1 : NULL, this);
attackingHero->pos = genRect(attackingHero->dh->ourImages[0].bitmap->h, attackingHero->dh->ourImages[0].bitmap->w, pos.x - 43, pos.y - 19);
}
else
{
attackingHero = NULL;
}
if(hero2) // defending hero
{
int type = hero2->type->heroType;
if ( type % 2 ) type--;
if ( hero2->sex ) type++;
defendingHero = new CBattleHero(graphics->battleHeroes[type ], 0, 0, true, hero2->tempOwner, hero2->tempOwner == curInt->playerID ? hero2 : NULL, this);
defendingHero->pos = genRect(defendingHero->dh->ourImages[0].bitmap->h, defendingHero->dh->ourImages[0].bitmap->w, pos.x + 693, pos.y - 19);
}
else
{
defendingHero = NULL;
}
//preparing cells and hexes
cellBorder = BitmapHandler::loadBitmap("CCELLGRD.BMP");
CSDL_Ext::alphaTransform(cellBorder);
cellShade = BitmapHandler::loadBitmap("CCELLSHD.BMP");
CSDL_Ext::alphaTransform(cellShade);
for(int h=0; h<BFIELD_SIZE; ++h)
{
bfield[h].myNumber = h;
int x = 14 + ((h/BFIELD_WIDTH)%2==0 ? 22 : 0) + 44*(h%BFIELD_WIDTH);
int y = 86 + 42 * (h/BFIELD_WIDTH);
bfield[h].pos = genRect(cellShade->h, cellShade->w, x + pos.x, y + pos.y);
bfield[h].accessible = true;
bfield[h].myInterface = this;
}
//locking occupied positions on batlefield
BOOST_FOREACH(const CStack *s, stacks) //stacks gained at top of this function
if(s->position >= 0) //turrets have position < 0
bfield[s->position].accessible = false;
//loading projectiles for units
BOOST_FOREACH(const CStack *s, stacks)
{
int creID = (s->getCreature()->idNumber == 149) ? CGI->creh->factionToTurretCreature[siegeH->town->town->typeID] : s->getCreature()->idNumber; //id of creature whose shots should be loaded
if(s->getCreature()->isShooting() && vstd::contains(CGI->creh->idToProjectile, creID))
{
CDefHandler *&projectile = idToProjectile[s->getCreature()->idNumber];
projectile = CDefHandler::giveDef(CGI->creh->idToProjectile[creID]);
if(projectile->ourImages.size() > 2) //add symmetric images
{
for(int k = projectile->ourImages.size()-2; k > 1; --k)
{
Cimage ci;
ci.bitmap = CSDL_Ext::rotate01(projectile->ourImages[k].bitmap);
ci.groupNumber = 0;
ci.imName = std::string();
projectile->ourImages.push_back(ci);
}
}
for(int s=0; s<projectile->ourImages.size(); ++s) //alpha transforming
{
CSDL_Ext::alphaTransform(projectile->ourImages[s].bitmap);
}
}
}
//preparing graphic with cell borders
cellBorders = CSDL_Ext::newSurface(background->w, background->h, cellBorder);
//copying palette
for(int g=0; g<cellBorder->format->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; i<BFIELD_HEIGHT; ++i) //rows
{
for(int j=0; j<BFIELD_WIDTH-2; ++j) //columns
{
int x = 58 + (i%2==0 ? 22 : 0) + 44*j;
int y = 86 + 42 * i;
for(int cellX = 0; cellX < cellBorder->w; ++cellX)
{
for(int cellY = 0; cellY < cellBorder->h; ++cellY)
{
if(y+cellY < cellBorders->h && x+cellX < cellBorders->w)
* ((Uint8*)cellBorders->pixels + (y+cellY) * cellBorders->pitch + (x+cellX)) |= * ((Uint8*)cellBorder->pixels + cellY * cellBorder->pitch + cellX);
}
}
}
}
backgroundWithHexes = CSDL_Ext::newSurface(background->w, background->h, screen);
//preparing obstacle defs
std::vector<CObstacleInstance> obst = curInt->cb->battleGetAllObstacles();
for(int t=0; t<obst.size(); ++t)
{
idToObstacle[obst[t].ID] = CDefHandler::giveDef(CGI->heroh->obstacles.find(obst[t].ID)->second.defName);
for(int n=0; n<idToObstacle[obst[t].ID]->ourImages.size(); ++n)
{
SDL_SetColorKey(idToObstacle[obst[t].ID]->ourImages[n].bitmap, SDL_SRCCOLORKEY, SDL_MapRGB(idToObstacle[obst[t].ID]->ourImages[n].bitmap->format,0,255,255));
}
}
for (int i = 0; i < ARRAY_COUNT(bfield); i++)
{
children.push_back(&bfield[i]);
}
if(tacticsMode)
{
active = 1;
bTacticNextStack();
active = 0;
}
CCS->musich->stopMusic();
int channel = CCS->soundh->playSoundFromSet(CCS->soundh->battleIntroSounds);
CCS->soundh->setCallback(channel, boost::bind(&CMusicHandler::playMusicFromSet, CCS->musich, CCS->musich->battleMusics, -1));
memset(stackCountOutsideHexes, 1, BFIELD_SIZE * sizeof(bool)); //initialize array with trues
}
CBattleInterface::~CBattleInterface()
{
if (active) //dirty fix for #485
{
deactivate();
}
SDL_FreeSurface(background);
SDL_FreeSurface(menu);
SDL_FreeSurface(amountNormal);
SDL_FreeSurface(amountNegative);
SDL_FreeSurface(amountPositive);
SDL_FreeSurface(amountEffNeutral);
SDL_FreeSurface(cellBorders);
SDL_FreeSurface(backgroundWithHexes);
delete bOptions;
delete bSurrender;
delete bFlee;
delete bAutofight;
delete bSpell;
delete bWait;
delete bDefence;
delete bConsoleUp;
delete bConsoleDown;
delete console;
delete givenCommand;
delete attackingHero;
delete defendingHero;
delete queue;
SDL_FreeSurface(cellBorder);
SDL_FreeSurface(cellShade);
for(std::map< int, CCreatureAnimation * >::iterator g=creAnims.begin(); g!=creAnims.end(); ++g)
delete g->second;
for(std::map< int, CDefHandler * >::iterator g=idToProjectile.begin(); g!=idToProjectile.end(); ++g)
delete g->second;
for(std::map< int, CDefHandler * >::iterator g=idToObstacle.begin(); g!=idToObstacle.end(); ++g)
delete g->second;
delete siegeH;
curInt->battleInt = NULL;
//TODO: play AI tracks if battle was during AI turn
//if (!curInt->makingTurn)
//CCS->musich->playMusicFromSet(CCS->musich->aiMusics, -1);
if(adventureInt && adventureInt->selection)
{
int terrain = LOCPLINT->cb->getTile(adventureInt->selection->visitablePos())->tertype;
CCS->musich->playMusic(CCS->musich->terrainMusics[terrain], -1);
}
}
void CBattleInterface::setPrintCellBorders(bool set)
{
curInt->sysOpts.printCellBorders = set;
curInt->sysOpts.settingsChanged();
redrawBackgroundWithHexes(activeStack);
GH.totalRedraw();
}
void CBattleInterface::setPrintStackRange(bool set)
{
curInt->sysOpts.printStackRange = set;
curInt->sysOpts.settingsChanged();
redrawBackgroundWithHexes(activeStack);
GH.totalRedraw();
}
void CBattleInterface::setPrintMouseShadow(bool set)
{
curInt->sysOpts.printMouseShadow = set;
curInt->sysOpts.settingsChanged();
}
void CBattleInterface::activate()
{
activateKeys();
activateMouseMove();
activateRClick();
bOptions->activate();
bSurrender->activate();
bFlee->activate();
bAutofight->activate();
bSpell->activate();
bWait->activate();
bDefence->activate();
for(int b=0; b<BFIELD_SIZE; ++b)
{
bfield[b].activate();
}
if(attackingHero)
attackingHero->activate();
if(defendingHero)
defendingHero->activate();
if(curInt->sysOpts.showQueue)
queue->activate();
if(tacticsMode)
{
btactNext->activate();
btactEnd->activate();
}
else
{
bConsoleUp->activate();
bConsoleDown->activate();
}
LOCPLINT->cingconsole->activate();
}
void CBattleInterface::deactivate()
{
deactivateKeys();
deactivateMouseMove();
deactivateRClick();
bOptions->deactivate();
bSurrender->deactivate();
bFlee->deactivate();
bAutofight->deactivate();
bSpell->deactivate();
bWait->deactivate();
bDefence->deactivate();
for(int b=0; b<BFIELD_SIZE; ++b)
{
bfield[b].deactivate();
}
if(attackingHero)
attackingHero->deactivate();
if(defendingHero)
defendingHero->deactivate();
if(curInt->sysOpts.showQueue)
queue->deactivate();
if(tacticsMode)
{
btactNext->deactivate();
btactEnd->deactivate();
}
else
{
bConsoleUp->deactivate();
bConsoleDown->deactivate();
}
LOCPLINT->cingconsole->deactivate();
}
void CBattleInterface::show(SDL_Surface * to)
{
std::vector<const CStack*> stacks = curInt->cb->battleGetAllStacks(); //used in a few places
++animCount;
if(!to) //"evaluating" to
to = screen;
SDL_Rect buf;
SDL_GetClipRect(to, &buf);
SDL_SetClipRect(to, &pos);
//printing background and hexes
if(activeStack != NULL && creAnims[activeStack->ID]->getType() != 0) //show everything with range
{
blitAt(backgroundWithHexes, pos.x, pos.y, to);
}
else
{
//showing background
blitAt(background, pos.x, pos.y, to);
if(curInt->sysOpts.printCellBorders)
{
CSDL_Ext::blit8bppAlphaTo24bpp(cellBorders, NULL, to, &pos);
}
}
//printing hovered cell
for(int b=0; b<BFIELD_SIZE; ++b)
{
if(bfield[b].strictHovered && bfield[b].hovered)
{
if(previouslyHoveredHex == -1) previouslyHoveredHex = b; //something to start with
if(currentlyHoveredHex == -1) currentlyHoveredHex = b; //something to start with
if(currentlyHoveredHex != b) //repair hover info
{
previouslyHoveredHex = currentlyHoveredHex;
currentlyHoveredHex = b;
}
//print shade
if(spellToCast) //when casting spell
{
//calculating spell school level
const CSpell & spToCast = *CGI->spellh->spells[spellToCast->additionalInfo];
ui8 schoolLevel = 0;
if( activeStack->attackerOwned )
{
if(attackingHeroInstance)
schoolLevel = attackingHeroInstance->getSpellSchoolLevel(&spToCast);
}
else
{
if(defendingHeroInstance)
schoolLevel = defendingHeroInstance->getSpellSchoolLevel(&spToCast);
}
//obtaining range and printing it
std::set<ui16> shaded = spToCast.rangeInHexes(b, schoolLevel);
for(std::set<ui16>::iterator it = shaded.begin(); it != shaded.end(); ++it) //for spells with range greater then one hex
{
if(curInt->sysOpts.printMouseShadow && (*it % BFIELD_WIDTH != 0) && (*it % BFIELD_WIDTH != 16))
{
int x = 14 + ((*it/BFIELD_WIDTH)%2==0 ? 22 : 0) + 44*(*it%BFIELD_WIDTH) + pos.x;
int y = 86 + 42 * (*it/BFIELD_WIDTH) + pos.y;
SDL_Rect temp_rect = genRect(cellShade->h, cellShade->w, x, y);
CSDL_Ext::blit8bppAlphaTo24bpp(cellShade, NULL, to, &temp_rect);
}
}
}
else if(curInt->sysOpts.printMouseShadow) //when not casting spell
{//TODO: do not check it every frame
if (activeStack) //highlight all attackable hexes
{
std::set<THex> set = curInt->cb->battleGetAttackedHexes(activeStack, currentlyHoveredHex, attackingHex);
BOOST_FOREACH(THex hex, set)
{
int x = 14 + ((hex/BFIELD_WIDTH)%2==0 ? 22 : 0) + 44*(hex%BFIELD_WIDTH) + pos.x;
int y = 86 + 42 * (hex/BFIELD_WIDTH) + pos.y;
SDL_Rect temp_rect = genRect(cellShade->h, cellShade->w, x, y);
CSDL_Ext::blit8bppAlphaTo24bpp(cellShade, NULL, to, &temp_rect);
}
}
//always highlight pointed hex
int x = 14 + ((b/BFIELD_WIDTH)%2==0 ? 22 : 0) + 44*(b%BFIELD_WIDTH) + pos.x;
int y = 86 + 42 * (b/BFIELD_WIDTH) + pos.y;
SDL_Rect temp_rect = genRect(cellShade->h, cellShade->w, x, y);
CSDL_Ext::blit8bppAlphaTo24bpp(cellShade, NULL, to, &temp_rect);
}
}
}
SDL_SetClipRect(to, &buf); //restoring previous clip_rect
//prevents blitting outside this window
SDL_GetClipRect(to, &buf);
SDL_SetClipRect(to, &pos);
//preparing obstacles to be shown
std::vector<CObstacleInstance> obstacles = curInt->cb->battleGetAllObstacles();
std::multimap<THex, int> hexToObstacle;
for(int b=0; b<obstacles.size(); ++b)
{
THex position = CGI->heroh->obstacles.find(obstacles[b].ID)->second.getMaxBlocked(obstacles[b].pos);
hexToObstacle.insert(std::make_pair(position, b));
}
////showing units //a lot of work...
std::vector<const CStack *> stackAliveByHex[BFIELD_SIZE];
//double loop because dead stacks should be printed first
for (int i = 0; i < stacks.size(); i++)
{
const CStack *s = stacks[i];
if(creAnims.find(s->ID) == creAnims.end()) //e.g. for summoned but not yet handled stacks
continue;
if(creAnims[s->ID]->getType() != 5 && s->position >= 0) //don't show turrets here
stackAliveByHex[s->position].push_back(s);
}
std::vector<const CStack *> stackDeadByHex[BFIELD_SIZE];
for (int i = 0; i < stacks.size(); i++)
{
const CStack *s = stacks[i];
if(creAnims.find(s->ID) == creAnims.end()) //e.g. for summoned but not yet handled stacks
continue;
if(creAnims[s->ID]->getType() == 5)
stackDeadByHex[s->position].push_back(s);
}
//handle animations
for(std::list<std::pair<CBattleAnimation *, bool> >::iterator it = pendingAnims.begin(); it != pendingAnims.end(); ++it)
{
if(!it->first) //this animation should be deleted
continue;
if(!it->second)
{
it->second = it->first->init();
}
if(it->second && it->first)
it->first->nextFrame();
}
//delete anims
int preSize = pendingAnims.size();
for(std::list<std::pair<CBattleAnimation *, bool> >::iterator it = pendingAnims.begin(); it != pendingAnims.end(); ++it)
{
if(it->first == NULL)
{
pendingAnims.erase(it);
it = pendingAnims.begin();
break;
}
}
if(preSize > 0 && pendingAnims.size() == 0)
{
//action finished, restore the interface
if(!active)
activate();
//activation of next stack
if(pendingAnims.size() == 0 && stackToActivate != NULL)
{
activateStack();
}
//anims ended
animsAreDisplayed.setn(false);
}
for(int b=0; b<BFIELD_SIZE; ++b) //showing dead stacks
{
for(size_t v=0; v<stackDeadByHex[b].size(); ++v)
{
creAnims[stackDeadByHex[b][v]->ID]->nextFrame(to, creAnims[stackDeadByHex[b][v]->ID]->pos.x, creAnims[stackDeadByHex[b][v]->ID]->pos.y, creDir[stackDeadByHex[b][v]->ID], animCount, false); //increment always when moving, never if stack died
}
}
std::vector<const CStack *> flyingStacks; //flying stacks should be displayed later, over other stacks and obstacles
if (!siegeH)
{
for(int b = 0; b < BFIELD_SIZE; ++b) //showing alive stacks
{
showAliveStacks(stackAliveByHex, b, &flyingStacks, to);
showObstacles(&hexToObstacle, obstacles, b, to);
showPieceOfWall(to, b, stacks);
}
}
// Siege drawing
else
{
for (int i = 0; i < 4; i++)
{
// xMin, xMax => go from hex x pos to hex x pos
// yMin, yMax => go from hex y pos to hex y pos
// xMove => 0: left side, 1: right side
// xMoveDir => 0: decrement, 1: increment, alters every second hex line either xMin or xMax depending on xMove
int xMin, xMax, yMin, yMax, xMove, xMoveDir = 0;
switch (i)
{
// display units shown at the upper left side
case 0:
xMin = 0;
yMin = 0;
xMax = 11;
yMax = 4;
xMove = 1;
break;
// display wall/units shown at the upper wall area/right upper side
case 1:
xMin = 12;
yMin = 0;
xMax = 16;
yMax = 4;
xMove = 0;
break;
// display units shown at the lower wall area/right lower side
case 2:
xMin = 10;
yMin = 5;
xMax = 16;
yMax = 10;
xMove = 0;
xMoveDir = 1;
break;
// display units shown at the left lower side
case 3:
xMin = 0;
yMin = 5;
xMax = 9;
yMax = 10;
xMove = 1;
xMoveDir = 1;
break;
}
int runNum = 0;
for (int j = yMin; j <= yMax; j++)
{
if (runNum > 0)
{
if (xMin == xMax)
xMax = xMin = ((runNum % 2) == 0) ? (xMin + (xMoveDir == 0 ? -1 : 1)) : xMin;
else if (xMove == 1)
xMax = ((runNum % 2) == 0) ? (xMax + (xMoveDir == 0 ? -1 : 1)) : xMax;
else if (xMove == 0)
xMin = ((runNum % 2) == 0) ? (xMin + (xMoveDir == 0 ? -1 : 1)) : xMin;
}
for (int k = xMin; k <= xMax; k++)
{
int hex = j * 17 + k;
showAliveStacks(stackAliveByHex, hex, &flyingStacks, to);
showObstacles(&hexToObstacle, obstacles, hex, to);
showPieceOfWall(to, hex, stacks);
}
++runNum;
}
}
}
for(int b=0; b<flyingStacks.size(); ++b) //showing flying stacks
showAliveStack(flyingStacks[b], to);
//units shown
// Show projectiles
projectileShowHelper(to);
//showing spell effects
if(battleEffects.size())
{
for(std::list<SBattleEffect>::iterator it = battleEffects.begin(); it!=battleEffects.end(); ++it)
{
SDL_Surface * bitmapToBlit = it->anim->ourImages[(it->frame)%it->anim->ourImages.size()].bitmap;
SDL_Rect temp_rect = genRect(bitmapToBlit->h, bitmapToBlit->w, it->x, it->y);
SDL_BlitSurface(bitmapToBlit, NULL, to, &temp_rect);
}
}
SDL_SetClipRect(to, &buf); //restoring previous clip_rect
//showing menu background and console
blitAt(menu, pos.x, 556 + pos.y, to);
if(tacticsMode)
{
btactNext->showAll(to);
btactEnd->showAll(to);
}
else
{
console->showAll(to);
bConsoleUp->showAll(to);
bConsoleDown->showAll(to);
}
//showing buttons
bOptions->showAll(to);
bSurrender->showAll(to);
bFlee->showAll(to);
bAutofight->showAll(to);
bSpell->showAll(to);
bWait->showAll(to);
bDefence->showAll(to);
//showing window with result of battle
if(resWindow)
{
resWindow->show(to);
}
//showing in-game console
LOCPLINT->cingconsole->show(to);
Rect posWithQueue = Rect(pos.x, pos.y, 800, 600);
if(curInt->sysOpts.showQueue)
{
if(!queue->embedded)
{
posWithQueue.y -= queue->pos.h;
posWithQueue.h += queue->pos.h;
}
//showing queue
if(!bresult)
queue->showAll(to);
else
queue->blitBg(to); //blit only background, stacks are deleted
}
//printing border around interface
if(screen->w != 800 || screen->h !=600)
{
CMessage::drawBorder(curInt->playerID,to,posWithQueue.w + 28, posWithQueue.h + 28, posWithQueue.x-14, posWithQueue.y-15);
}
}
void CBattleInterface::showAliveStacks(std::vector<const CStack *> *aliveStacks, int hex, std::vector<const CStack *> *flyingStacks, SDL_Surface *to)
{
//showing hero animations
if (hex == 0)
if(attackingHero)
attackingHero->show(to);
if (hex == 16)
if(defendingHero)
defendingHero->show(to);
for(int v = 0; v < aliveStacks[hex].size(); ++v)
{
const CStack *s = aliveStacks[hex][v];
if(!s->hasBonusOfType(Bonus::FLYING) || creAnims[s->ID]->getType() != 0)
showAliveStack(s, to);
else
flyingStacks->push_back(s);
}
}
void CBattleInterface::showObstacles(std::multimap<THex, int> *hexToObstacle, std::vector<CObstacleInstance> &obstacles, int hex, SDL_Surface *to)
{
std::pair<std::multimap<THex, int>::const_iterator, std::multimap<THex, int>::const_iterator> obstRange =
hexToObstacle->equal_range(hex);
for(std::multimap<THex, int>::const_iterator it = obstRange.first; it != obstRange.second; ++it)
{
CObstacleInstance & curOb = obstacles[it->second];
std::pair<si16, si16> shift = CGI->heroh->obstacles.find(curOb.ID)->second.posShift;
int x = ((curOb.pos/BFIELD_WIDTH)%2==0 ? 22 : 0) + 44*(curOb.pos%BFIELD_WIDTH) + pos.x + shift.first;
int y = 86 + 42 * (curOb.pos/BFIELD_WIDTH) + pos.y + shift.second;
std::vector<Cimage> &images = idToObstacle[curOb.ID]->ourImages; //reference to animation of obstacle
blitAt(images[((animCount+1)/(4/curInt->sysOpts.animSpeed))%images.size()].bitmap, x, y, to);
}
}
void CBattleInterface::keyPressed(const SDL_KeyboardEvent & key)
{
if(key.keysym.sym == SDLK_q && key.state == SDL_PRESSED)
{
if(curInt->sysOpts.showQueue) //hide queue
hideQueue();
else
showQueue();
curInt->sysOpts.settingsChanged();
}
else if(key.keysym.sym == SDLK_ESCAPE && spellDestSelectMode)
{
endCastingSpell();
}
}
void CBattleInterface::mouseMoved(const SDL_MouseMotionEvent &sEvent)
{
if(activeStack && !spellDestSelectMode)
{
int lastMouseHoveredStack = mouseHoveredStack;
bool stackCastsSpell;
mouseHoveredStack = -1;
int myNumber = -1; //number of hovered tile
for(int g = 0; g < BFIELD_SIZE; ++g)
{
if(bfield[g].hovered && bfield[g].strictHovered)
{
myNumber = g;
break;
}
}
if(myNumber == -1)
{
CCS->curh->changeGraphic(1, 6);
if(console->whoSetAlter == 0)
{
console->alterTxt = "";
}
}
else //battlefield hex
{
if(!vstd::contains(occupyableHexes, myNumber) || activeStack->coversPos(myNumber))
{
const CStack *shere = curInt->cb->battleGetStackByPos(myNumber, false);
const CStack *sactive = activeStack;
if(shere)
{
bool ourStack = shere->owner == curInt->playerID;
//determine if creature spell is going to be cast
stackCastsSpell = false;
if (stackCanCastSpell && spellSelMode > STACK_SPELL_CANCELLED) //player did not decide to cancel this spell
{
if ((int)creatureSpellToCast > -1) //use randomized spell (Faerie Dragon), or only avaliable spell (Archangel)
{
const CSpell * spell = CGI->spellh->spells[creatureSpellToCast];
if (curInt->cb->battleCanCastThisSpell(spell, THex(myNumber)) == SpellCasting::OK)
{
if ((spell->positiveness > -1 && ourStack) || (spell->positiveness < 1 && !ourStack))
{
CCS->curh->changeGraphic(3, 0);
stackCastsSpell = true;
std::string buf = CGI->generaltexth->allTexts[27]; //cast %s on &s
boost::replace_first (buf, "%s", spell->name);
boost::replace_first (buf, "%s", shere->getName());
console->alterTxt = buf;
console->whoSetAlter = 0;
}
}
}
else if (ourStack) //must have only random positive spell (genie)
{
if (shere != sactive) //can't cast on itself
{
int spellID = curInt->cb->battleGetRandomStackSpell(shere, CBattleInfoCallback::RANDOM_GENIE);
if (spellID > -1) //can cast any spell on target stack
{
CCS->curh->changeGraphic(3, 0);
stackCastsSpell = true;
std::string buf = CGI->generaltexth->allTexts[301]; //Cast spell on %s
boost::replace_first (buf, "%s", shere->getName());
console->alterTxt = buf;
console->whoSetAlter = 0;
}
}
}
}
if(ourStack) //our stack
{
if (shere->alive())
{
if (!stackCastsSpell) //use other abilities or display info
{
if(sactive->hasBonusOfType(Bonus::HEALER))
{
//display the possibility to heal this creature
CCS->curh->changeGraphic(1, 17);
}
else
{
//info about creature
CCS->curh->changeGraphic(1,5);
}
//setting console text
char buf[500];
sprintf(buf, CGI->generaltexth->allTexts[297].c_str(), shere->count == 1 ? shere->getCreature()->nameSing.c_str() : shere->getCreature()->namePl.c_str());
console->alterTxt = buf;
console->whoSetAlter = 0;
const time_t curTime = time(NULL);
if (shere->ID != lastMouseHoveredStack &&
curTime > lastMouseHoveredStackAnimationTime + HOVER_ANIM_DELTA &&
creAnims[shere->ID]->getType() == CCreatureAnim::HOLDING &&
creAnims[shere->ID]->framesInGroup(CCreatureAnim::MOUSEON) > 0)
{
creAnims[shere->ID]->playOnce(CCreatureAnim::MOUSEON);
lastMouseHoveredStackAnimationTime = curTime;
}
}
} //end of alive
else if (sactive->hasBonusOfType(Bonus::DAEMON_SUMMONING) && sactive->casts)
{
CCS->curh->changeGraphic(3, 0);
}
mouseHoveredStack = shere->ID; //for dead also?
}
//end of our stack
else if (!stackCastsSpell) //if not, then try attack
{
if (curInt->cb->battleCanShoot(activeStack,myNumber)) //we can shoot enemy
{
if(curInt->cb->battleHasDistancePenalty(activeStack, myNumber) ||
curInt->cb->battleHasWallPenalty(activeStack, myNumber))
{
CCS->curh->changeGraphic(1,15);
}
else
{
CCS->curh->changeGraphic(1,3);
}
//setting console text
char buf[500];
//calculating estimated dmg
std::pair<ui32, ui32> estimatedDmg = curInt->cb->battleEstimateDamage(sactive, shere);
std::ostringstream estDmg;
estDmg << estimatedDmg.first << " - " << estimatedDmg.second;
//printing
sprintf(buf, CGI->generaltexth->allTexts[296].c_str(), shere->count == 1 ? shere->getCreature()->nameSing.c_str() : shere->getCreature()->namePl.c_str(),
sactive->shots, estDmg.str().c_str());
console->alterTxt = buf;
console->whoSetAlter = 0;
}
else if (isTileAttackable(myNumber)) //available enemy (melee attackable)
{
//handle direction of cursor and attackable tile
setBattleCursor(myNumber);
//setting console info
char buf[500];
//calculating estimated dmg
std::pair<ui32, ui32> estimatedDmg = curInt->cb->battleEstimateDamage(sactive, shere);
std::ostringstream estDmg;
estDmg << estimatedDmg.first << " - " << estimatedDmg.second;
//printing
sprintf(buf, CGI->generaltexth->allTexts[36].c_str(),
shere->count == 1 ? shere->getCreature()->nameSing.c_str() : shere->getCreature()->namePl.c_str(), estDmg.str().c_str());
console->alterTxt = buf;
console->whoSetAlter = 0;
}
else //unavailable enemy
{
CCS->curh->changeGraphic(1,0);
console->alterTxt = "";
console->whoSetAlter = 0;
}
}
} //end of stack
//TODO: allow aiming for creature spells
else if (sactive && sactive->hasBonusOfType(Bonus::CATAPULT) && isCatapultAttackable(myNumber)) //catapulting
{
CCS->curh->changeGraphic(1,16);
console->alterTxt = "";
console->whoSetAlter = 0;
}
else //empty unavailable tile
{
CCS->curh->changeGraphic(1,0);
console->alterTxt = "";
console->whoSetAlter = 0;
}
}
else //available tile
{
//setting console text and cursor
if(activeStack) //there can be a moment when stack is dead ut next is not yet activated
{
char buf[500];
if(activeStack->hasBonusOfType(Bonus::FLYING))
{
CCS->curh->changeGraphic(1,2);
sprintf(buf, CGI->generaltexth->allTexts[295].c_str(),
activeStack->count == 1 ? activeStack->getCreature()->nameSing.c_str() : activeStack->getCreature()->namePl.c_str());
}
else
{
CCS->curh->changeGraphic(1,1);
sprintf(buf, CGI->generaltexth->allTexts[294].c_str(),
activeStack->count == 1 ? activeStack->getCreature()->nameSing.c_str() : activeStack->getCreature()->namePl.c_str());
}
console->alterTxt = buf;
console->whoSetAlter = 0;
}
}
}
}
else if(spellDestSelectMode)
{
int myNumber = -1; //number of hovered tile
for(int g=0; g<BFIELD_SIZE; ++g)
{
if(bfield[g].hovered && bfield[g].strictHovered)
{
myNumber = g;
break;
}
}
if(myNumber == -1)
{
CCS->curh->changeGraphic(1, 0);
//setting console text
console->alterTxt = CGI->generaltexth->allTexts[23];
console->whoSetAlter = 0;
}
else
{
//get dead stack if we cast resurrection or animate dead
const CStack * stackUnder = curInt->cb->battleGetStackByPos(myNumber, spellToCast->additionalInfo != 38 && spellToCast->additionalInfo != 39);
if(stackUnder && spellToCast->additionalInfo == 39 && !stackUnder->hasBonusOfType(Bonus::UNDEAD)) //animate dead can be cast only on undead creatures
stackUnder = NULL;
bool whichCase; //for cases 1, 2 and 3
switch(spellSelMode)
{
case 1:
whichCase = stackUnder && curInt->playerID == stackUnder->owner;
break;
case 2:
whichCase = stackUnder && curInt->playerID != stackUnder->owner;
break;
case 3:
whichCase = stackUnder;
break;
}
switch(spellSelMode)
{
case 0:
CCS->curh->changeGraphic(3, 0);
//setting console text
char buf[500];
sprintf(buf, CGI->generaltexth->allTexts[26].c_str(), CGI->spellh->spells[spellToCast->additionalInfo]->name.c_str());
console->alterTxt = buf;
console->whoSetAlter = 0;
break;
case 1: case 2: case 3:
if( whichCase )
{
CCS->curh->changeGraphic(3, 0);
//setting console text
char buf[500];
std::string creName = stackUnder->count > 1 ? stackUnder->getCreature()->namePl : stackUnder->getCreature()->nameSing;
sprintf(buf, CGI->generaltexth->allTexts[27].c_str(), CGI->spellh->spells[spellToCast->additionalInfo]->name.c_str(), creName.c_str());
console->alterTxt = buf;
console->whoSetAlter = 0;
break;
}
else
{
CCS->curh->changeGraphic(1, 0);
//setting console text
console->alterTxt = CGI->generaltexth->allTexts[23];
console->whoSetAlter = 0;
}
break;
case 4: //TODO: implement this case
if( blockedByObstacle(myNumber) )
{
CCS->curh->changeGraphic(3, 0);
}
else
{
CCS->curh->changeGraphic(1, 0);
}
break;
}
}
}
}
void CBattleInterface::setBattleCursor(const int myNumber)
{
const CBattleHex & hoveredHex = bfield[myNumber];
CCursorHandler *cursor = CCS->curh;
const double subdividingAngle = 2.0*M_PI/6.0; // Divide a hex into six sectors.
const double hexMidX = hoveredHex.pos.x + hoveredHex.pos.w/2;
const double hexMidY = hoveredHex.pos.y + hoveredHex.pos.h/2;
const double cursorHexAngle = M_PI - atan2(hexMidY - cursor->ypos, cursor->xpos - hexMidX) + subdividingAngle/2; //TODO: refactor this nightmare
const double sector = fmod(cursorHexAngle/subdividingAngle, 6.0);
const int zigzagCorrection = !((myNumber/BFIELD_WIDTH)%2); // Off-by-one correction needed to deal with the odd battlefield rows.
std::vector<int> sectorCursor; // From left to bottom left.
sectorCursor.push_back(8);
sectorCursor.push_back(9);
sectorCursor.push_back(10);
sectorCursor.push_back(11);
sectorCursor.push_back(12);
sectorCursor.push_back(7);
const bool doubleWide = activeStack->doubleWide();
bool aboveAttackable = true, belowAttackable = true;
// Exclude directions which cannot be attacked from.
// Check to the left.
if (myNumber%BFIELD_WIDTH <= 1 || !vstd::contains(occupyableHexes, myNumber - 1))
{
sectorCursor[0] = -1;
}
// Check top left, top right as well as above for 2-hex creatures.
if (myNumber/BFIELD_WIDTH == 0)
{
sectorCursor[1] = -1;
sectorCursor[2] = -1;
aboveAttackable = false;
}
else
{
if (doubleWide)
{
bool attackRow[4] = {true, true, true, true};
if (myNumber%BFIELD_WIDTH <= 1 || !vstd::contains(occupyableHexes, myNumber - BFIELD_WIDTH - 2 + zigzagCorrection))
attackRow[0] = false;
if (!vstd::contains(occupyableHexes, myNumber - BFIELD_WIDTH - 1 + zigzagCorrection))
attackRow[1] = false;
if (!vstd::contains(occupyableHexes, myNumber - BFIELD_WIDTH + zigzagCorrection))
attackRow[2] = false;
if (myNumber%BFIELD_WIDTH >= BFIELD_WIDTH - 2 || !vstd::contains(occupyableHexes, myNumber - BFIELD_WIDTH + 1 + zigzagCorrection))
attackRow[3] = false;
if (!(attackRow[0] && attackRow[1]))
sectorCursor[1] = -1;
if (!(attackRow[1] && attackRow[2]))
aboveAttackable = false;
if (!(attackRow[2] && attackRow[3]))
sectorCursor[2] = -1;
}
else
{
if (!vstd::contains(occupyableHexes, myNumber - BFIELD_WIDTH - 1 + zigzagCorrection))
sectorCursor[1] = -1;
if (!vstd::contains(occupyableHexes, myNumber - BFIELD_WIDTH + zigzagCorrection))
sectorCursor[2] = -1;
}
}
// Check to the right.
if (myNumber%BFIELD_WIDTH >= BFIELD_WIDTH - 2 || !vstd::contains(occupyableHexes, myNumber + 1))
{
sectorCursor[3] = -1;
}
// Check bottom right, bottom left as well as below for 2-hex creatures.
if (myNumber/BFIELD_WIDTH == BFIELD_HEIGHT - 1)
{
sectorCursor[4] = -1;
sectorCursor[5] = -1;
belowAttackable = false;
}
else
{
if (doubleWide)
{
bool attackRow[4] = {true, true, true, true};
if (myNumber%BFIELD_WIDTH <= 1 || !vstd::contains(occupyableHexes, myNumber + BFIELD_WIDTH - 2 + zigzagCorrection))
attackRow[0] = false;
if (!vstd::contains(occupyableHexes, myNumber + BFIELD_WIDTH - 1 + zigzagCorrection))
attackRow[1] = false;
if (!vstd::contains(occupyableHexes, myNumber + BFIELD_WIDTH + zigzagCorrection))
attackRow[2] = false;
if (myNumber%BFIELD_WIDTH >= BFIELD_WIDTH - 2 || !vstd::contains(occupyableHexes, myNumber + BFIELD_WIDTH + 1 + zigzagCorrection))
attackRow[3] = false;
if (!(attackRow[0] && attackRow[1]))
sectorCursor[5] = -1;
if (!(attackRow[1] && attackRow[2]))
belowAttackable = false;
if (!(attackRow[2] && attackRow[3]))
sectorCursor[4] = -1;
}
else
{
if (!vstd::contains(occupyableHexes, myNumber + BFIELD_WIDTH + zigzagCorrection))
sectorCursor[4] = -1;
if (!vstd::contains(occupyableHexes, myNumber + BFIELD_WIDTH - 1 + zigzagCorrection))
sectorCursor[5] = -1;
}
}
// Determine index from sector.
int cursorIndex;
if (doubleWide)
{
sectorCursor.insert(sectorCursor.begin() + 5, belowAttackable ? 13 : -1);
sectorCursor.insert(sectorCursor.begin() + 2, aboveAttackable ? 14 : -1);
if (sector < 1.5)
cursorIndex = sector;
else if (sector >= 1.5 && sector < 2.5)
cursorIndex = 2;
else if (sector >= 2.5 && sector < 4.5)
cursorIndex = (int) sector + 1;
else if (sector >= 4.5 && sector < 5.5)
cursorIndex = 6;
else
cursorIndex = (int) sector + 2;
}
else
{
cursorIndex = sector;
}
// Find the closest direction attackable, starting with the right one.
// FIXME: Is this really how the original H3 client does it?
int i = 0;
while (sectorCursor[(cursorIndex + i)%sectorCursor.size()] == -1) //Why hast thou forsaken me?
i = i <= 0 ? 1 - i : -i; // 0, 1, -1, 2, -2, 3, -3 etc..
int index = (cursorIndex + i)%sectorCursor.size(); //hopefully we get elements from sectorCursor
cursor->changeGraphic(1, sectorCursor[index]);
switch (index)
{
case 0:
attackingHex = myNumber - 1; //left
break;
case 1:
attackingHex = myNumber - BFIELD_WIDTH - 1 + zigzagCorrection; //top left
break;
case 2:
attackingHex = myNumber - BFIELD_WIDTH + zigzagCorrection; //top right
break;
case 3:
break;
attackingHex = myNumber + 1; //right
case 4:
break;
attackingHex = myNumber + BFIELD_WIDTH + zigzagCorrection; //bottom right
case 5:
attackingHex = myNumber + BFIELD_WIDTH - 1 + zigzagCorrection; //bottom left
break;
}
THex hex(attackingHex);
if (!hex.isValid())
attackingHex = -1;
}
void CBattleInterface::clickRight(tribool down, bool previousState)
{
if(!down && spellDestSelectMode)
{
endCastingSpell();
}
}
void CBattleInterface::bOptionsf()
{
if(spellDestSelectMode) //we are casting a spell
return;
CCS->curh->changeGraphic(0,0);
Rect tempRect = genRect(431, 481, 160, 84);
tempRect += pos.topLeft();
CBattleOptionsWindow * optionsWin = new CBattleOptionsWindow(tempRect, this);
GH.pushInt(optionsWin);
}
void CBattleInterface::bSurrenderf()
{
if(spellDestSelectMode) //we are casting a spell
return;
int cost = curInt->cb->battleGetSurrenderCost();
if(cost >= 0)
{
const CGHeroInstance *opponent = curInt->cb->battleGetFightingHero(1);
std::string enemyHeroName = opponent ? opponent->name : "#ENEMY#"; //TODO: should surrendering without enemy hero be enabled?
std::string surrenderMessage = boost::str(boost::format(CGI->generaltexth->allTexts[32]) % enemyHeroName % cost); //%s states: "I will accept your surrender and grant you and your troops safe passage for the price of %d gold."
curInt->showYesNoDialog(surrenderMessage, std::vector<SComponent*>(), boost::bind(&CBattleInterface::reallySurrender,this), 0, false);
}
}
void CBattleInterface::bFleef()
{
if(spellDestSelectMode) //we are casting a spell
return;
if( curInt->cb->battleCanFlee() )
{
CFunctionList<void()> ony = boost::bind(&CBattleInterface::reallyFlee,this);
curInt->showYesNoDialog(CGI->generaltexth->allTexts[28],std::vector<SComponent*>(), ony, 0, false); //Are you sure you want to retreat?
}
else
{
std::vector<SComponent*> comps;
std::string heroName;
//calculating fleeing hero's name
if(attackingHeroInstance)
if(attackingHeroInstance->tempOwner == curInt->cb->getMyColor())
heroName = attackingHeroInstance->name;
if(defendingHeroInstance)
if(defendingHeroInstance->tempOwner == curInt->cb->getMyColor())
heroName = defendingHeroInstance->name;
//calculating text
char buffer[1000];
sprintf(buffer, CGI->generaltexth->allTexts[340].c_str(), heroName.c_str()); //The Shackles of War are present. %s can not retreat!
//printing message
curInt->showInfoDialog(std::string(buffer), comps);
}
}
void CBattleInterface::reallyFlee()
{
giveCommand(BattleAction::RETREAT,0,0);
CCS->curh->changeGraphic(0, 0);
}
void CBattleInterface::reallySurrender()
{
if(curInt->cb->getResourceAmount(Res::GOLD) < curInt->cb->battleGetSurrenderCost())
{
curInt->showInfoDialog(CGI->generaltexth->allTexts[29]); //You don't have enough gold!
}
else
{
giveCommand(BattleAction::SURRENDER,0,0);
CCS->curh->changeGraphic(0, 0);
}
}
void CBattleInterface::bAutofightf()
{
if(spellDestSelectMode) //we are casting a spell
return;
}
void CBattleInterface::bSpellf()
{
if(spellDestSelectMode) //we are casting a spell
return;
CCS->curh->changeGraphic(0,0);
const CGHeroInstance * chi = NULL;
if(attackingHeroInstance->tempOwner == curInt->playerID)
chi = attackingHeroInstance;
else
chi = defendingHeroInstance;
CSpellWindow * spellWindow = new CSpellWindow(genRect(595, 620, (conf.cc.resx - 620)/2, (conf.cc.resy - 595)/2), chi, curInt);
GH.pushInt(spellWindow);
}
void CBattleInterface::bWaitf()
{
if(spellDestSelectMode) //we are casting a spell
return;
if(activeStack != NULL)
giveCommand(8,0,activeStack->ID);
}
void CBattleInterface::bDefencef()
{
if(spellDestSelectMode) //we are casting a spell
return;
if(activeStack != NULL)
giveCommand(3,0,activeStack->ID);
}
void CBattleInterface::bConsoleUpf()
{
if(spellDestSelectMode) //we are casting a spell
return;
console->scrollUp();
}
void CBattleInterface::bConsoleDownf()
{
if(spellDestSelectMode) //we are casting a spell
return;
console->scrollDown();
}
void CBattleInterface::newStack(const CStack * stack)
{
Point coords = CBattleHex::getXYUnitAnim(stack->position, stack->owner == attackingHeroInstance->tempOwner, stack, this);;
if(stack->position < 0) //turret
{
const CCreature & turretCreature = *CGI->creh->creatures[ CGI->creh->factionToTurretCreature[siegeH->town->town->typeID] ];
creAnims[stack->ID] = new CCreatureAnimation(turretCreature.animDefName);
// Turret positions are read out of the /config/wall_pos.txt
int posID = 0;
switch (stack->position)
{
case -2: // keep creature
posID = 18;
break;
case -3: // bottom creature
posID = 19;
break;
case -4: // upper creature
posID = 20;
break;
}
if (posID != 0)
{
coords.x = graphics->wallPositions[siegeH->town->town->typeID][posID - 1].x + this->pos.x;
coords.y = graphics->wallPositions[siegeH->town->town->typeID][posID - 1].y + this->pos.y;
}
}
else
{
creAnims[stack->ID] = new CCreatureAnimation(stack->getCreature()->animDefName);
}
creAnims[stack->ID]->setType(CCreatureAnim::HOLDING);
creAnims[stack->ID]->pos = Rect(coords.x, coords.y, creAnims[stack->ID]->fullWidth, creAnims[stack->ID]->fullHeight);
creDir[stack->ID] = stack->attackerOwned;
}
void CBattleInterface::stackRemoved(int stackID)
{
delete creAnims[stackID];
creAnims.erase(stackID);
creDir.erase(stackID);
}
void CBattleInterface::stackActivated(const CStack * stack) //TODO: check it all before game state is changed due to abilities
{
//givenCommand = NULL;
stackToActivate = stack;
if(pendingAnims.size() == 0)
activateStack();
}
void CBattleInterface::stackMoved(const CStack * stack, std::vector<THex> destHex, int distance)
{
addNewAnim(new CBattleStackMoved(this, stack, destHex, distance));
waitForAnims();
}
void CBattleInterface::stacksAreAttacked(std::vector<SStackAttackedInfo> attackedInfos)
{
for(int h = 0; h < attackedInfos.size(); ++h)
{
addNewAnim(new CDefenceAnim(attackedInfos[h], this));
if (attackedInfos[h].rebirth)
{
displayEffect(50, attackedInfos[h].defender->position); //TODO: play reverse death animation
CCS->soundh->playSound(soundBase::RESURECT);
}
}
waitForAnims();
int targets = 0, killed = 0, damage = 0;
for(int h = 0; h < attackedInfos.size(); ++h)
{
++targets;
killed += attackedInfos[h].killed;
damage += attackedInfos[h].dmg;
}
if (targets > 1)
printConsoleAttacked(attackedInfos.front().defender, damage, killed, attackedInfos.front().attacker, true); //creatures perish
else
printConsoleAttacked(attackedInfos.front().defender, damage, killed, attackedInfos.front().attacker, false);
for(int h = 0; h < attackedInfos.size(); ++h)
{
if (attackedInfos[h].rebirth)
creAnims[attackedInfos[h].defender->ID]->setType(CCreatureAnim::HOLDING);
}
}
void CBattleInterface::stackAttacking( const CStack * attacker, THex dest, const CStack * attacked, bool shooting )
{
if (shooting)
{
addNewAnim(new CShootingAnim(this, attacker, dest, attacked));
}
else
{
addNewAnim(new CMeleeAttack(this, attacker, dest, attacked));
}
waitForAnims();
}
void CBattleInterface::newRoundFirst( int round )
{
//handle regeneration
std::vector<const CStack*> stacks = curInt->cb->battleGetStacks(); //gets only alive stacks
// BOOST_FOREACH(const CStack *s, stacks)
// {
// }
waitForAnims();
}
void CBattleInterface::newRound(int number)
{
console->addText(CGI->generaltexth->allTexts[412]);
//unlock spellbook
//bSpell->block(!curInt->cb->battleCanCastSpell());
//don't unlock spellbook - this should be done when we have axctive creature
}
void CBattleInterface::giveCommand(ui8 action, THex tile, ui32 stack, si32 additional)
{
if(!curInt->cb->battleGetStackByID(stack) && action != 1 && action != 4 && action != 5)
{
return;
}
BattleAction * ba = new BattleAction(); //is deleted in CPlayerInterface::activeStack()
ba->side = defendingHeroInstance ? (curInt->playerID == defendingHeroInstance->tempOwner) : false;
ba->actionType = action;
ba->destinationTile = tile;
ba->stackNumber = stack;
ba->additionalInfo = additional;
//some basic validations
switch(action)
{
case BattleAction::WALK_AND_ATTACK:
assert(curInt->cb->battleGetStackByPos(additional)); //stack to attack must exist
case BattleAction::WALK:
case BattleAction::SHOOT:
case BattleAction::CATAPULT:
assert(tile < BFIELD_SIZE);
break;
}
if(!tacticsMode)
{
myTurn = false;
activeStack = NULL;
givenCommand->setn(ba);
}
else
{
curInt->cb->battleMakeTacticAction(ba);
delNull(ba);
bTacticNextStack();
}
}
bool CBattleInterface::isTileAttackable(const THex & number) const
{
for(size_t b=0; b<occupyableHexes.size(); ++b)
{
if(THex::mutualPosition(occupyableHexes[b], number) != -1 || occupyableHexes[b] == number)
return true;
}
return false;
}
bool CBattleInterface::blockedByObstacle(THex hex) const
{
std::vector<CObstacleInstance> obstacles = curInt->cb->battleGetAllObstacles();
std::set<THex> coveredHexes;
for(int b = 0; b < obstacles.size(); ++b)
{
std::vector<THex> blocked = CGI->heroh->obstacles.find(obstacles[b].ID)->second.getBlocked(obstacles[b].pos);
for(int w = 0; w < blocked.size(); ++w)
coveredHexes.insert(blocked[w]);
}
return vstd::contains(coveredHexes, hex);
}
bool CBattleInterface::isCatapultAttackable(THex hex) const
{
if(!siegeH)
return false;
int wallUnder = curInt->cb->battleGetWallUnderHex(hex);
if(wallUnder == -1)
return false;
return curInt->cb->battleGetWallState(wallUnder) < 3;
}
const CGHeroInstance * CBattleInterface::getActiveHero()
{
const CStack * attacker = activeStack;
if (!attacker)
{
return NULL;
}
if (attacker->attackerOwned)
{
return attackingHeroInstance;
}
return defendingHeroInstance;
}
void CBattleInterface::hexLclicked(int whichOne)
{
const CStack * actSt = activeStack;
const CStack* dest = curInt->cb->battleGetStackByPos(whichOne, false); //creature at destination tile; -1 if there is no one
if(!actSt)
{
tlog3 << "Hex l-clicked when no active stack!\n";
return;
}
if( ((whichOne%BFIELD_WIDTH)!=0 && (whichOne%BFIELD_WIDTH)!=(BFIELD_WIDTH-1)) //if player is trying to attack enemey unit or move creature stack
|| (actSt->hasBonusOfType(Bonus::CATAPULT) && !spellDestSelectMode || dest ) //enemy's first aid tent can stand there and we want to shoot it
)
{
if(!myTurn)
return; //we are not permit to do anything
if(spellDestSelectMode) //TODO: choose target for area creature spell
{
//checking destination
bool allowCasting = true;
bool onlyAlive = vstd::contains(CGI->spellh->risingSpells, spellToCast->additionalInfo); //when casting resurrection or animate dead we should be allow to select dead stack
//TODO: more general handling of dead targets
switch(spellSelMode)
{
case FRIENDLY_CREATURE:
if(!curInt->cb->battleGetStackByPos(whichOne, onlyAlive) || curInt->playerID != dest->owner )
allowCasting = false;
break;
case HOSTILE_CREATURE:
if(!curInt->cb->battleGetStackByPos(whichOne, onlyAlive) || curInt->playerID == dest->owner )
allowCasting = false;
break;
case ANY_CREATURE:
if(!curInt->cb->battleGetStackByPos(whichOne, onlyAlive))
allowCasting = false;
break;
case OBSTACLE:
if(!blockedByObstacle(whichOne))
allowCasting = false;
case TELEPORT: //teleport
const CSpell *s = CGI->spellh->spells[spellToCast->additionalInfo];
ui8 skill = getActiveHero()->getSpellSchoolLevel(s); //skill level
if (!curInt->cb->battleCanTeleportTo(activeStack, whichOne, skill))
{
allowCasting = false;
}
break;
}
//destination checked
if(allowCasting)
{
spellToCast->destinationTile = whichOne;
curInt->cb->battleMakeAction(spellToCast);
endCastingSpell();
}
}
else //we don't aim for spell target area
{
bool walkableTile = false;
bool spellCast = false;
if (dest)
{
bool ourStack = actSt->owner == dest->owner;
//try to cast stack spell first
if (stackCanCastSpell && spellSelMode > STACK_SPELL_CANCELLED) //player did not decide to cancel this spell
{
if ((int)creatureSpellToCast > -1) //use randomized spell (Faerie Dragon), or only avaliable spell (Archangel)
{
const CSpell * spell = CGI->spellh->spells[creatureSpellToCast];
if (curInt->cb->battleCanCastThisSpell(spell, THex(whichOne)) == SpellCasting::OK)
{
if ((spell->positiveness > -1 && ourStack) || (spell->positiveness < 1 && !ourStack))
{
giveCommand(BattleAction::MONSTER_SPELL, whichOne, actSt->ID, creatureSpellToCast);
spellCast = true;
}
}
}
else if (ourStack) //must have only random positive spell (genie)
{
if (dest != actSt) //can't cast on itself
{
int spellID = curInt->cb->battleGetRandomStackSpell(dest, CBattleInfoCallback::RANDOM_GENIE);
if (spellID > -1) //can cast any spell on target stack
{
giveCommand(BattleAction::MONSTER_SPELL, whichOne, actSt->ID, spellID); //use randomized spell
spellCast = true;
}
}
}
if (spellCast)
{
creatureSpellToCast = -1;
return; //no further action after cast
}
}
if (dest->alive())
{
if(dest->owner != actSt->owner && curInt->cb->battleCanShoot(activeStack, whichOne)) //shooting
{
CCS->curh->changeGraphic(1, 6); //cursor should be changed
giveCommand (BattleAction::SHOOT, whichOne, activeStack->ID);
}
else if(!ourStack) //attacking
{
const CStack * actStack = activeStack;
int attackFromHex = -1; //hex from which we will attack chosen stack
switch(CCS->curh->number)
{
case 12: //from bottom right
{
bool doubleWide = actStack->doubleWide();
int destHex = whichOne + ( (whichOne/BFIELD_WIDTH)%2 ? BFIELD_WIDTH : BFIELD_WIDTH+1 ) +
(actStack->attackerOwned && doubleWide ? 1 : 0);
if(vstd::contains(occupyableHexes, destHex))
attackFromHex = destHex;
else if(actStack->attackerOwned) //if we are attacker
{
if(vstd::contains(occupyableHexes, destHex+1))
attackFromHex = destHex+1;
}
else //if we are defender
{
if(vstd::contains(occupyableHexes, destHex-1))
attackFromHex = destHex-1;
}
break;
}
case 7: //from bottom left
{
int destHex = whichOne + ( (whichOne/BFIELD_WIDTH)%2 ? BFIELD_WIDTH-1 : BFIELD_WIDTH );
if(vstd::contains(occupyableHexes, destHex))
attackFromHex = destHex;
else if(actStack->attackerOwned) //if we are attacker
{
if(vstd::contains(occupyableHexes, destHex+1))
attackFromHex = destHex+1;
}
else //if we are defender
{
if(vstd::contains(occupyableHexes, destHex-1))
attackFromHex = destHex-1;
}
break;
}
case 8: //from left
{
if(actStack->doubleWide() && !actStack->attackerOwned)
{
std::vector<THex> acc = curInt->cb->battleGetAvailableHexes(activeStack, false);
if(vstd::contains(acc, whichOne))
attackFromHex = whichOne - 1;
else
attackFromHex = whichOne - 2;
}
else
{
attackFromHex = whichOne - 1;
}
break;
}
case 9: //from top left
{
int destHex = whichOne - ( (whichOne/BFIELD_WIDTH)%2 ? BFIELD_WIDTH+1 : BFIELD_WIDTH );
if(vstd::contains(occupyableHexes, destHex))
attackFromHex = destHex;
else if(actStack->attackerOwned) //if we are attacker
{
if(vstd::contains(occupyableHexes, destHex+1))
attackFromHex = destHex+1;
}
else //if we are defender
{
if(vstd::contains(occupyableHexes, destHex-1))
attackFromHex = destHex-1;
}
break;
}
case 10: //from top right
{
bool doubleWide = actStack->doubleWide();
int destHex = whichOne - ( (whichOne/BFIELD_WIDTH)%2 ? BFIELD_WIDTH : BFIELD_WIDTH-1 ) +
(actStack->attackerOwned && doubleWide ? 1 : 0);
if(vstd::contains(occupyableHexes, destHex))
attackFromHex = destHex;
else if(actStack->attackerOwned) //if we are attacker
{
if(vstd::contains(occupyableHexes, destHex+1))
attackFromHex = destHex+1;
}
else //if we are defender
{
if(vstd::contains(occupyableHexes, destHex-1))
attackFromHex = destHex-1;
}
break;
}
case 11: //from right
{
if(actStack->doubleWide() && actStack->attackerOwned)
{
std::vector<THex> acc = curInt->cb->battleGetAvailableHexes(activeStack, false);
if(vstd::contains(acc, whichOne))
attackFromHex = whichOne + 1;
else
attackFromHex = whichOne + 2;
}
else
{
attackFromHex = whichOne + 1;
}
break;
}
case 13: //from bottom
{
int destHex = whichOne + ( (whichOne/BFIELD_WIDTH)%2 ? BFIELD_WIDTH : BFIELD_WIDTH+1 );
if(vstd::contains(occupyableHexes, destHex))
attackFromHex = destHex;
else if(attackingHeroInstance->tempOwner == curInt->cb->getMyColor()) //if we are attacker
{
if(vstd::contains(occupyableHexes, destHex+1))
attackFromHex = destHex+1;
}
else //if we are defender
{
if(vstd::contains(occupyableHexes, destHex-1))
attackFromHex = destHex-1;
}
break;
}
case 14: //from top
{
int destHex = whichOne - ( (whichOne/BFIELD_WIDTH)%2 ? BFIELD_WIDTH : BFIELD_WIDTH-1 );
if(vstd::contains(occupyableHexes, destHex))
attackFromHex = destHex;
else if(attackingHeroInstance->tempOwner == curInt->cb->getMyColor()) //if we are attacker
{
if(vstd::contains(occupyableHexes, destHex+1))
attackFromHex = destHex+1;
}
else //if we are defender
{
if(vstd::contains(occupyableHexes, destHex-1))
attackFromHex = destHex-1;
}
break;
}
}
if(attackFromHex >= 0) //we can be in this line when unreachable creature is L - clicked (as of revision 1308)
{
giveCommand(BattleAction::WALK_AND_ATTACK, attackFromHex, activeStack->ID, whichOne);
CCS->curh->changeGraphic(1, 6); //cursor should be changed
}
}
else if (actSt->hasBonusOfType(Bonus::HEALER) && actSt->owner == dest->owner) //friendly creature we can heal
{ //TODO: spellDestSelectMode > -2 if we don't want to heal but perform some other (?) action
giveCommand(BattleAction::STACK_HEAL, whichOne, activeStack->ID); //command healing
CCS->curh->changeGraphic(1, 6); //cursor should be changed
}
} //stack is not alive
else if (actSt->hasBonusOfType(Bonus::DAEMON_SUMMONING) && actSt->casts &&
actSt->owner == dest->owner && spellSelMode > -2)//friendly body we can (and want) rise
{
giveCommand(BattleAction::DAEMON_SUMMONING, whichOne, activeStack->ID);
CCS->curh->changeGraphic(1, 6); //cursor should be changed
}
else //not a subject of resurrection
walkableTile = true;
}
else
{
walkableTile = true;
}
if (walkableTile) // we can try to move to this tile
{
if(std::find(occupyableHexes.begin(), occupyableHexes.end(), whichOne) != occupyableHexes.end())// and it's in our range
{
CCS->curh->changeGraphic(1, 6); //cursor should be changed
if(activeStack->doubleWide())
{
std::vector<THex> acc = curInt->cb->battleGetAvailableHexes(activeStack, false);
int shiftedDest = whichOne + (activeStack->attackerOwned ? 1 : -1);
if(vstd::contains(acc, whichOne))
giveCommand (BattleAction::WALK ,whichOne, activeStack->ID);
else if(vstd::contains(acc, shiftedDest))
giveCommand (BattleAction::WALK, shiftedDest, activeStack->ID);
}
else
{
giveCommand(BattleAction::WALK, whichOne, activeStack->ID);
}
}
else if(actSt->hasBonusOfType(Bonus::CATAPULT) && isCatapultAttackable(whichOne)) //attacking (catapult)
{
giveCommand(BattleAction::CATAPULT, whichOne, activeStack->ID);
}
}
}
}
}
void CBattleInterface::stackIsCatapulting(const CatapultAttack & ca)
{
for(std::set< std::pair< std::pair< ui8, si16 >, ui8> >::const_iterator it = ca.attackedParts.begin(); it != ca.attackedParts.end(); ++it)
{
const CStack * stack = curInt->cb->battleGetStackByID(ca.attacker);
addNewAnim(new CShootingAnim(this, stack, it->first.second, NULL, true, it->second));
SDL_FreeSurface(siegeH->walls[it->first.first + 2]);
siegeH->walls[it->first.first + 2] = BitmapHandler::loadBitmap(
siegeH->getSiegeName(it->first.first + 2, curInt->cb->battleGetWallState(it->first.first)) );
}
waitForAnims();
}
void CBattleInterface::battleFinished(const BattleResult& br)
{
bresult = &br;
LOCPLINT->pim->unlock();
animsAreDisplayed.waitUntil(false);
LOCPLINT->pim->lock();
displayBattleFinished();
}
void CBattleInterface::displayBattleFinished()
{
CCS->curh->changeGraphic(0,0);
SDL_Rect temp_rect = genRect(561, 470, (screen->w - 800)/2 + 165, (screen->h - 600)/2 + 19);
resWindow = new CBattleResultWindow(*bresult, temp_rect, this);
GH.pushInt(resWindow);
}
void CBattleInterface::spellCast( const BattleSpellCast * sc )
{
const CSpell &spell = *CGI->spellh->spells[sc->id];
//spell opening battle is cast when no stack is active
if(sc->castedByHero && ( activeStack == NULL || sc->side == !activeStack->attackerOwned) )
bSpell->block(true);
std::vector< std::string > anims; //for magic arrow and ice bolt
if (vstd::contains(CCS->soundh->spellSounds, &spell))
CCS->soundh->playSound(CCS->soundh->spellSounds[&spell]);
switch(sc->id)
{
case Spells::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 Spells::ICE_BOLT:
{
if(anims.size() == 0) //initialization of anims
{
anims.push_back("C08SPW0.DEF"); anims.push_back("C08SPW1.DEF"); anims.push_back("C08SPW2.DEF"); anims.push_back("C08SPW3.DEF"); anims.push_back("C08SPW4.DEF");
}
} //end of ice bolt only part
{ //common ice bolt and magic arrow part
//initial variables
std::string animToDisplay;
Point srccoord = (sc->side ? Point(770, 60) : Point(30, 60)) + pos;
Point destcoord = CBattleHex::getXYUnitAnim(sc->tile, !sc->side, curInt->cb->battleGetStackByPos(sc->tile), this); //position attacked by arrow
destcoord.x += 250; destcoord.y += 240;
//animation angle
float angle = atan2(float(destcoord.x - srccoord.x), float(destcoord.y - srccoord.y));
bool Vflip = false;
if (angle < 0)
{
Vflip = true;
angle = -angle;
}
//choosing animation by angle
if(angle > 1.50)
animToDisplay = anims[0];
else if(angle > 1.20)
animToDisplay = anims[1];
else if(angle > 0.90)
animToDisplay = anims[2];
else if(angle > 0.60)
animToDisplay = anims[3];
else
animToDisplay = anims[4];
//displaying animation
CDefEssential * animDef = CDefHandler::giveDefEss(animToDisplay);
int steps = sqrt((float)((destcoord.x - srccoord.x)*(destcoord.x - srccoord.x) + (destcoord.y - srccoord.y) * (destcoord.y - srccoord.y))) / 40;
if(steps <= 0)
steps = 1;
int dx = (destcoord.x - srccoord.x - animDef->ourImages[0].bitmap->w)/steps, dy = (destcoord.y - srccoord.y - animDef->ourImages[0].bitmap->h)/steps;
delete animDef;
addNewAnim(new CSpellEffectAnim(this, animToDisplay, srccoord.x, srccoord.y, dx, dy, Vflip));
break; //for 15 and 16 cases
}
case Spells::LIGHTNING_BOLT:
case Spells::TITANS_LIGHTNING_BOLT:
case Spells::THUNDERBOLT:
displayEffect(1, sc->tile);
displayEffect(spell.mainEffectAnim, sc->tile);
break;
case Spells::DISPEL:
case Spells::CURE:
case Spells::RESURRECTION:
case Spells::ANIMATE_DEAD:
case Spells::DISPEL_HELPFUL_SPELLS:
for(std::set<ui32>::const_iterator it = sc->affectedCres.begin(); it != sc->affectedCres.end(); ++it)
{
displayEffect(spell.mainEffectAnim, curInt->cb->battleGetStackByID(*it, false)->position);
}
break;
case Spells::SUMMON_FIRE_ELEMENTAL:
case Spells::SUMMON_EARTH_ELEMENTAL:
case Spells::SUMMON_WATER_ELEMENTAL:
case Spells::SUMMON_AIR_ELEMENTAL:
addNewAnim(new CDummyAnim(this, 2));
break;
} //switch(sc->id)
//support for resistance
for(int j=0; j<sc->resisted.size(); ++j)
{
int tile = curInt->cb->battleGetStackByID(sc->resisted[j])->position;
displayEffect(78, tile);
}
//displaying message in console
bool customSpell = false;
bool plural = false; //add singular / plural form of creature text if this is true
int textID = 0;
if(sc->affectedCres.size() == 1)
{
std::string text = CGI->generaltexth->allTexts[195];
if(sc->castedByHero)
{
boost::algorithm::replace_first(text, "%s", curInt->cb->battleGetFightingHero(sc->side)->name);
boost::algorithm::replace_first(text, "%s", CGI->spellh->spells[sc->id]->name); //spell name
boost::algorithm::replace_first(text, "%s", curInt->cb->battleGetStackByID(*sc->affectedCres.begin(), false)->getCreature()->namePl ); //target
}
else
{
switch(sc->id)
{
case Spells::STONE_GAZE:
customSpell = true;
plural = true;
textID = 558;
break;
case Spells::POISON:
customSpell = true;
plural = true;
textID = 561;
break;
case Spells::BIND:
customSpell = true;
text = CGI->generaltexth->allTexts[560];
boost::algorithm::replace_first(text, "%s", curInt->cb->battleGetStackByID(*sc->affectedCres.begin(), false)->getCreature()->namePl );
break; //Roots and vines bind the %s to the ground!
case Spells::DISEASE:
customSpell = true;
plural = true;
textID = 553;
break;
case Spells::PARALYZE:
customSpell = true;
plural = true;
textID = 563;
break;
case Spells::AGE:
{
customSpell = true;
if (curInt->cb->battleGetStackByID(*sc->affectedCres.begin())->count > 1)
{
text = CGI->generaltexth->allTexts[552];
boost::algorithm::replace_first(text, "%s", curInt->cb->battleGetStackByID(*sc->affectedCres.begin())->type->namePl);
}
else
{
text = CGI->generaltexth->allTexts[551];
boost::algorithm::replace_first(text, "%s", curInt->cb->battleGetStackByID(*sc->affectedCres.begin())->type->nameSing);
}
//The %s shrivel with age, and lose %d hit points."
TBonusListPtr bl = curInt->cb->battleGetStackByID(*sc->affectedCres.begin(), false)->getBonuses(Selector::type(Bonus::STACK_HEALTH));
bl->remove_if(Selector::source(Bonus::SPELL_EFFECT, 75));
boost::algorithm::replace_first(text, "%d", boost::lexical_cast<std::string>(bl->totalValue()/2));
}
break;
case Spells::THUNDERBOLT:
text = CGI->generaltexth->allTexts[367];
boost::algorithm::replace_first(text, "%s", curInt->cb->battleGetStackByID(*sc->affectedCres.begin())->type->namePl);
console->addText(text);
text = CGI->generaltexth->allTexts[343].substr(1, CGI->generaltexth->allTexts[343].size() - 1); //Does %d points of damage.
boost::algorithm::replace_first(text, "%d", boost::lexical_cast<std::string>(sc->dmgToDisplay)); //no more text afterwards
console->addText(text);
customSpell = true;
text = ""; //yeah, it's a terrible mess
break;
case Spells::DISPEL_HELPFUL_SPELLS:
text = CGI->generaltexth->allTexts[555];
boost::algorithm::replace_first(text, "%s", curInt->cb->battleGetStackByID(*sc->affectedCres.begin())->type->namePl);
customSpell = true;
break;
case Spells::DEATH_STARE:
customSpell = true;
if (sc->dmgToDisplay)
{
if (sc->dmgToDisplay > 1)
{
text = CGI->generaltexth->allTexts[119]; //%d %s die under the terrible gaze of the %s.
boost::algorithm::replace_first(text, "%d", boost::lexical_cast<std::string>(sc->dmgToDisplay));
boost::algorithm::replace_first(text, "%s", curInt->cb->battleGetStackByID(*sc->affectedCres.begin(), false)->getCreature()->namePl );
}
else
{
text = CGI->generaltexth->allTexts[118]; //One %s dies under the terrible gaze of the %s.
boost::algorithm::replace_first(text, "%s", curInt->cb->battleGetStackByID(*sc->affectedCres.begin())->type->nameSing);
}
boost::algorithm::replace_first(text, "%s", CGI->creh->creatures[sc->attackerType]->namePl); //casting stack
}
else
text = "";
break;
default:
text = CGI->generaltexth->allTexts[565]; //The %s casts %s
boost::algorithm::replace_first(text, "%s", CGI->creh->creatures[sc->attackerType]->namePl); //casting stack
}
if (plural)
{
if (curInt->cb->battleGetStackByID(*sc->affectedCres.begin())->count > 1)
{
text = CGI->generaltexth->allTexts[textID + 1];
boost::algorithm::replace_first(text, "%s", curInt->cb->battleGetStackByID(*sc->affectedCres.begin())->getName());
}
else
{
text = CGI->generaltexth->allTexts[textID];
boost::algorithm::replace_first(text, "%s", curInt->cb->battleGetStackByID(*sc->affectedCres.begin())->getName());
}
}
}
if (!customSpell && !sc->dmgToDisplay)
boost::algorithm::replace_first(text, "%s", CGI->spellh->spells[sc->id]->name); //simple spell name
if (text.size())
console->addText(text);
}
else
{
std::string text = CGI->generaltexth->allTexts[196];
if(sc->castedByHero)
{
boost::algorithm::replace_first(text, "%s", curInt->cb->battleGetFightingHero(sc->side)->name);
}
else if(sc->attackerType < CGI->creh->creatures.size())
{
boost::algorithm::replace_first(text, "%s", CGI->creh->creatures[sc->attackerType]->namePl); //creature caster
}
else
{
//TODO artifacts that cast spell; scripts some day
boost::algorithm::replace_first(text, "Something", CGI->creh->creatures[sc->attackerType]->namePl); //creature caster
}
boost::algorithm::replace_first(text, "%s", CGI->spellh->spells[sc->id]->name);
console->addText(text);
}
if(sc->dmgToDisplay && !customSpell)
{
std::string dmgInfo = CGI->generaltexth->allTexts[376];
boost::algorithm::replace_first(dmgInfo, "%s", CGI->spellh->spells[sc->id]->name); //simple spell name
boost::algorithm::replace_first(dmgInfo, "%d", boost::lexical_cast<std::string>(sc->dmgToDisplay));
console->addText(dmgInfo); //todo: casualties (?)
}
waitForAnims();
//mana absorption
if (sc->manaGained)
{
Point leftHero = Point(15, 30) + pos;
Point rightHero = Point(755, 30) + pos;
addNewAnim(new CSpellEffectAnim(this, sc->side ? "SP07_A.DEF" : "SP07_B.DEF", leftHero.x, leftHero.y, 0, 0, false));
addNewAnim(new CSpellEffectAnim(this, sc->side ? "SP07_B.DEF" : "SP07_A.DEF", rightHero.x, rightHero.y, 0, 0, false));
}
}
void CBattleInterface::battleStacksEffectsSet(const SetStackEffect & sse)
{
int effID = sse.effect.back().sid;
if(effID != -1) //can be -1 for defensive stance effect
{
for(std::vector<ui32>::const_iterator ci = sse.stacks.begin(); ci!=sse.stacks.end(); ++ci)
{
displayEffect(CGI->spellh->spells[effID]->mainEffectAnim, curInt->cb->battleGetStackByID(*ci)->position);
}
}
else if (sse.stacks.size() == 1 && sse.effect.size() == 2)
{
const Bonus & bns = sse.effect.front();
if (bns.source == Bonus::OTHER && bns.type == Bonus::PRIMARY_SKILL)
{
//defensive stance
const CStack * stack = LOCPLINT->cb->battleGetStackByID(*sse.stacks.begin());
int txtid = 120;
if(stack->count != 1)
txtid++; //move to plural text
char txt[4000];
BonusList defenseBonuses = *(stack->getBonuses(Selector::typeSubtype(Bonus::PRIMARY_SKILL, PrimarySkill::DEFENSE)));
defenseBonuses.remove_if(Selector::durationType(Bonus::STACK_GETS_TURN)); //remove bonuses gained from defensive stance
int val = stack->Defense() - defenseBonuses.totalValue();
sprintf(txt, CGI->generaltexth->allTexts[txtid].c_str(), (stack->count != 1) ? stack->getCreature()->namePl.c_str() : stack->getCreature()->nameSing.c_str(), val);
console->addText(txt);
}
}
if (activeStack != NULL) //it can be -1 when a creature casts effect
{
redrawBackgroundWithHexes(activeStack);
}
}
void CBattleInterface::castThisSpell(int spellID)
{
BattleAction * ba = new BattleAction;
ba->actionType = BattleAction::HERO_SPELL;
ba->additionalInfo = spellID; //spell number
ba->destinationTile = -1;
ba->stackNumber = (attackingHeroInstance->tempOwner == curInt->playerID) ? -1 : -2;
ba->side = defendingHeroInstance ? (curInt->playerID == defendingHeroInstance->tempOwner) : false;
spellToCast = ba;
spellDestSelectMode = true;
//choosing possible tragets
const CGHeroInstance * castingHero = (attackingHeroInstance->tempOwner == curInt->playerID) ? attackingHeroInstance : defendingHeroInstance;
const CSpell & spell = *CGI->spellh->spells[spellID];
spellSelMode = ANY_LOCATION;
if(spell.getTargetType() == CSpell::CREATURE)
{
switch(spell.positiveness)
{
case -1 :
spellSelMode = HOSTILE_CREATURE;
break;
case 0:
spellSelMode = ANY_CREATURE;
break;
case 1:
spellSelMode = FRIENDLY_CREATURE;
break;
}
}
if(spell.getTargetType() == CSpell::CREATURE_EXPERT_MASSIVE)
{
if(castingHero && castingHero->getSpellSchoolLevel(&spell) < 3)
{
switch(spell.positiveness)
{
case -1 :
spellSelMode = HOSTILE_CREATURE;
break;
case 0:
spellSelMode = ANY_CREATURE;
break;
case 1:
spellSelMode = FRIENDLY_CREATURE;
break;
}
}
else
{
spellSelMode = NO_LOCATION;
}
}
if(spell.getTargetType() == CSpell::OBSTACLE)
{
spellSelMode = OBSTACLE;
}
if(spell.range[ castingHero->getSpellSchoolLevel(&spell) ] == "X") //spell has no range
{
spellSelMode = NO_LOCATION;
}
if(spell.id == 63) //teleport
{
spellSelMode = TELEPORT;
}
if(spell.range[ castingHero->getSpellSchoolLevel(&spell) ].size() > 1) //spell has many-hex range
{
spellSelMode = ANY_LOCATION;
}
if(spellSelMode == NO_LOCATION) //user does not have to select location
{
spellToCast->destinationTile = -1;
curInt->cb->battleMakeAction(spellToCast);
endCastingSpell();
}
else
{
CCS->curh->changeGraphic(3, 0);
}
}
void CBattleInterface::displayEffect(ui32 effect, int destTile)
{
addNewAnim(new CSpellEffectAnim(this, effect, destTile));
}
void CBattleInterface::battleTriggerEffect(const BattleTriggerEffect & bte)
{
const CStack * stack = curInt->cb->battleGetStackByID(bte.stackID);
//don't show animation when no HP is regenerated
switch (bte.effect)
{
case Bonus::HP_REGENERATION:
if( stack->hasBonusOfType(Bonus::HP_REGENERATION) || stack->hasBonusOfType(Bonus::FULL_HP_REGENERATION))
{
displayEffect(74, stack->position);
CCS->soundh->playSound(soundBase::REGENER);
}
break;
case Bonus::MANA_DRAIN:
displayEffect(77, stack->position);
CCS->soundh->playSound(soundBase::MANADRAI);
break;
case Bonus::POISON:
displayEffect(67, stack->position);
CCS->soundh->playSound(soundBase::POISON);
break;
case Bonus::FEAR:
displayEffect(15, stack->position);
CCS->soundh->playSound(soundBase::FEAR);
break;
default:
return;
}
//waitForAnims(); //fixme: freezes game :?
}
void CBattleInterface::setAnimSpeed(int set)
{
curInt->sysOpts.animSpeed = set;
curInt->sysOpts.settingsChanged();
}
int CBattleInterface::getAnimSpeed() const
{
return curInt->sysOpts.animSpeed;
}
void CBattleInterface::activateStack()
{
activeStack = stackToActivate;
stackToActivate = NULL;
const CStack *s = activeStack;
myTurn = true;
if(attackerInt && defenderInt) //hotseat -> need to pick which interface "takes over" as active
curInt = attackerInt->playerID == s->owner ? attackerInt : defenderInt;
queue->update();
redrawBackgroundWithHexes(activeStack);
bWait->block(vstd::contains(s->state, WAITING)); //block waiting button if stack has been already waiting
//block cast spell button if hero doesn't have a spellbook
bSpell->block(!curInt->cb->battleCanCastSpell());
bSurrender->block((curInt == attackerInt ? defendingHeroInstance : attackingHeroInstance) == NULL);
bFlee->block(!curInt->cb->battleCanFlee());
bSurrender->block(curInt->cb->battleGetSurrenderCost() < 0);
//set casting flag to true if creature can use it to not check it every time
if (s->casts && s->hasBonus(Selector::type(Bonus::SPELLCASTER) || Selector::type(Bonus::RANDOM_SPELLCASTER)))
{
stackCanCastSpell = true;
creatureSpellToCast = curInt->cb->battleGetRandomStackSpell(s, CBattleInfoCallback::RANDOM_AIMED); //faerie dragon can cast only one spell until their next move
}
else
{
stackCanCastSpell = false;
creatureSpellToCast = -1;
}
GH.fakeMouseMove();
if(!pendingAnims.size() && !active)
activate();
}
float CBattleInterface::getAnimSpeedMultiplier() const
{
switch(curInt->sysOpts.animSpeed)
{
case 1:
return 3.5f;
case 2:
return 2.2f;
case 4:
return 1.0f;
default:
return 0.0f;
}
}
void CBattleInterface::endCastingSpell()
{
assert(spellDestSelectMode);
delete spellToCast;
spellToCast = NULL;
spellDestSelectMode = false;
CCS->curh->changeGraphic(1, 6);
}
void CBattleInterface::showAliveStack(const CStack *stack, SDL_Surface * to)
{
int ID = stack->ID;
if(creAnims.find(ID) == creAnims.end()) //eg. for summoned but not yet handled stacks
return;
const CCreature *creature = stack->getCreature();
SDL_Rect unitRect = {creAnims[ID]->pos.x, creAnims[ID]->pos.y, creAnims[ID]->fullWidth, creAnims[ID]->fullHeight};
int animType = creAnims[ID]->getType();
int affectingSpeed = curInt->sysOpts.animSpeed;
if(animType == 1 || animType == 2) //standing stacks should not stand faster :)
affectingSpeed = 2;
bool incrementFrame = (animCount%(4/affectingSpeed)==0) && animType!=5 && animType!=20 && animType!=2;
if (creature->idNumber == 149)
{
// a turret creature has a limited height, so cut it at a certain position; turret creature has no standing anim
unitRect.h = graphics->wallPositions[siegeH->town->town->typeID][20].y;
}
else
{
// standing animation
if(animType == 2)
{
if(standingFrame.find(ID)!=standingFrame.end())
{
incrementFrame = (animCount%(8/affectingSpeed)==0);
if(incrementFrame)
{
++standingFrame[ID];
if(standingFrame[ID] == creAnims[ID]->framesInGroup(CCreatureAnim::HOLDING))
{
standingFrame.erase(standingFrame.find(ID));
}
}
}
else
{
if((rand()%50) == 0)
{
standingFrame.insert(std::make_pair(ID, 0));
}
}
}
}
// As long as the projectile of the shooter-stack is flying incrementFrame should be false
bool shootingFinished = true;
for (std::list<SProjectileInfo>::iterator it = projectiles.begin(); it != projectiles.end(); ++it)
{
if (it->stackID == ID)
{
shootingFinished = false;
if (it->animStartDelay == 0)
incrementFrame = false;
}
}
// Increment always when moving, never if stack died
creAnims[ID]->nextFrame(to, unitRect.x, unitRect.y, creDir[ID], animCount, incrementFrame, activeStack && ID==activeStack->ID, ID==mouseHoveredStack, &unitRect);
//printing amount
if(stack->count > 0 //don't print if stack is not alive
&& (!curInt->curAction
|| (curInt->curAction->stackNumber != ID //don't print if stack is currently taking an action
&& (curInt->curAction->actionType != BattleAction::WALK_AND_ATTACK || stack->position != curInt->curAction->additionalInfo) //nor if it's an object of attack
&& (curInt->curAction->destinationTile != stack->position) //nor if it's on destination tile for current action
)
)
&& !stack->hasBonusOfType(Bonus::SIEGE_WEAPON) //and not a war machine...
)
{
const THex nextPos = stack->position + (stack->attackerOwned ? 1 : -1);
const bool edge = stack->position % BFIELD_WIDTH == (stack->attackerOwned ? BFIELD_WIDTH - 2 : 1);
const bool moveInside = !edge && !stackCountOutsideHexes[nextPos];
int xAdd = (stack->attackerOwned ? 220 : 202) +
(stack->doubleWide() ? 44 : 0) * (stack->attackerOwned ? +1 : -1) +
(moveInside ? amountNormal->w + 10 : 0) * (stack->attackerOwned ? -1 : +1);
int yAdd = 260 + ((stack->attackerOwned || moveInside) ? 0 : -15);
//blitting amount background box
SDL_Surface *amountBG = NULL;
TBonusListPtr spellEffects = stack->getSpellBonuses();
if(!spellEffects->size())
{
amountBG = amountNormal;
}
else
{
int pos=0; //determining total positiveness of effects
std::vector<si32> spellIds = stack->activeSpells();
for(std::vector<si32>::const_iterator it = spellIds.begin(); it != spellIds.end(); it++)
{
pos += CGI->spellh->spells[ *it ]->positiveness;
}
if(pos > 0)
{
amountBG = amountPositive;
}
else if(pos < 0)
{
amountBG = amountNegative;
}
else
{
amountBG = amountEffNeutral;
}
}
SDL_Rect temp_rect = genRect(amountNormal->h, amountNormal->w, creAnims[ID]->pos.x + xAdd, creAnims[ID]->pos.y + yAdd);
SDL_BlitSurface(amountBG, NULL, to, &temp_rect);
//blitting amount
CSDL_Ext::printAtMiddle(
makeNumberShort(stack->count),
creAnims[ID]->pos.x + xAdd + 15,
creAnims[ID]->pos.y + yAdd + 5,
FONT_TINY,
zwykly,
to
);
}
}
void CBattleInterface::showPieceOfWall(SDL_Surface * to, int hex, const std::vector<const CStack*> & stacks)
{
if(!siegeH)
return;
using namespace boost::assign;
static const std::map<int, std::list<int> > hexToPart = map_list_of<int, std::list<int> >(12, list_of<int>(8)(1)(7))(45, list_of<int>(12)(6))
/*gate (78, list_of<int>(9))*/(101, list_of<int>(10))(118, list_of<int>(2))(165, list_of<int>(11))(186, list_of<int>(3));
std::map<int, std::list<int> >::const_iterator it = hexToPart.find(hex);
if(it != hexToPart.end())
{
BOOST_FOREACH(int wallNum, it->second)
{
siegeH->printPartOfWall(to, wallNum);
//print creature in turret
int posToSeek = -1;
switch(wallNum)
{
case 3: //bottom turret
posToSeek = -3;
break;
case 8: //upper turret
posToSeek = -4;
break;
case 2: //keep
posToSeek = -2;
break;
}
if(posToSeek != -1)
{
const CStack *turret = NULL;
BOOST_FOREACH(const CStack *s, stacks)
{
if(s->position == posToSeek)
{
turret = s;
break;
}
}
if(turret)
{
showAliveStack(turret, to);
//blitting creature cover
switch(posToSeek)
{
case -3: //bottom turret
siegeH->printPartOfWall(to, 16);
break;
case -4: //upper turret
siegeH->printPartOfWall(to, 17);
break;
case -2: //keep
siegeH->printPartOfWall(to, 15);
break;
}
}
}
}
}
// Damaged wall below gate have to be drawn earlier than a non-damaged wall below gate.
if ((hex == 112 && curInt->cb->battleGetWallState(3) == 3) || (hex == 147 && curInt->cb->battleGetWallState(3) != 3))
siegeH->printPartOfWall(to, 5);
// Damaged bottom wall have to be drawn earlier than a non-damaged bottom wall.
if ((hex == 165 && curInt->cb->battleGetWallState(4) == 3) || (hex == 185 && curInt->cb->battleGetWallState(4) != 3))
siegeH->printPartOfWall(to, 4);
}
void CBattleInterface::redrawBackgroundWithHexes(const CStack * activeStack)
{
attackableHexes.clear();
if (activeStack)
occupyableHexes = curInt->cb->battleGetAvailableHexes(activeStack, true, &attackableHexes);
curInt->cb->battleGetStackCountOutsideHexes(stackCountOutsideHexes);
//preparating background graphic with hexes and shaded hexes
blitAt(background, 0, 0, backgroundWithHexes);
if(curInt->sysOpts.printCellBorders)
CSDL_Ext::blit8bppAlphaTo24bpp(cellBorders, NULL, backgroundWithHexes, NULL);
if(curInt->sysOpts.printStackRange)
{
std::vector<THex> hexesToShade = occupyableHexes;
hexesToShade.insert(hexesToShade.end(), attackableHexes.begin(), attackableHexes.end());
BOOST_FOREACH(THex hex, hexesToShade)
{
int i = hex.getY(); //row
int j = hex.getX()-1; //column
int x = 58 + (i%2==0 ? 22 : 0) + 44*j;
int y = 86 + 42 * i;
SDL_Rect temp_rect = genRect(cellShade->h, cellShade->w, x, y);
CSDL_Ext::blit8bppAlphaTo24bpp(cellShade, NULL, backgroundWithHexes, &temp_rect);
}
}
}
void CBattleInterface::printConsoleAttacked( const CStack * defender, int dmg, int killed, const CStack * attacker, bool multiple )
{
char tabh[200];
int end = 0;
if (attacker) //ignore if stacks were killed by spell
{
end = sprintf(tabh, CGI->generaltexth->allTexts[attacker->count > 1 ? 377 : 376].c_str(),
(attacker->count > 1 ? attacker->getCreature()->namePl.c_str() : attacker->getCreature()->nameSing.c_str()), dmg);
}
if(killed > 0)
{
if(killed > 1)
{
sprintf(tabh + end, CGI->generaltexth->allTexts[379].c_str(), killed,
multiple ? CGI->generaltexth->allTexts[43].c_str() : defender->getCreature()->namePl.c_str()); // creatures perish
}
else //killed == 1
{
sprintf(tabh + end, CGI->generaltexth->allTexts[378].c_str(),
multiple ? CGI->generaltexth->allTexts[42].c_str() : defender->getCreature()->nameSing.c_str()); // creature perishes
}
}
console->addText(std::string(tabh));
}
void CBattleInterface::projectileShowHelper(SDL_Surface * to)
{
if(to == NULL)
to = screen;
std::list< std::list<SProjectileInfo>::iterator > toBeDeleted;
for(std::list<SProjectileInfo>::iterator it=projectiles.begin(); it!=projectiles.end(); ++it)
{
// Creature have to be in a shooting anim and the anim start delay must be over.
// Otherwise abort to start moving the projectile.
if (it->animStartDelay > 0)
{
if(it->animStartDelay == creAnims[it->stackID]->getAnimationFrame() + 1
&& creAnims[it->stackID]->getType() >= 14 && creAnims[it->stackID]->getType() <= 16)
it->animStartDelay = 0;
else
continue;
}
SDL_Rect dst;
dst.h = idToProjectile[it->creID]->ourImages[it->frameNum].bitmap->h;
dst.w = idToProjectile[it->creID]->ourImages[it->frameNum].bitmap->w;
dst.x = it->x;
dst.y = it->y;
// The equation below calculates the center pos of the canon, but we need the top left pos
// of it for drawing
if (it->catapultInfo)
{
dst.x -= 17.;
dst.y -= 10.;
}
if(it->reverse)
{
SDL_Surface * rev = CSDL_Ext::rotate01(idToProjectile[it->creID]->ourImages[it->frameNum].bitmap);
CSDL_Ext::blit8bppAlphaTo24bpp(rev, NULL, to, &dst);
SDL_FreeSurface(rev);
}
else
{
CSDL_Ext::blit8bppAlphaTo24bpp(idToProjectile[it->creID]->ourImages[it->frameNum].bitmap, NULL, to, &dst);
}
// Update projectile
++it->step;
if(it->step == it->lastStep)
{
toBeDeleted.insert(toBeDeleted.end(), it);
}
else
{
if (it->catapultInfo)
{
// Parabolic shot of the trajectory, as follows: f(x) = ax^2 + bx + c
it->x += it->dx;
it->y = it->catapultInfo->calculateY(it->x - this->pos.x) + this->pos.y;
}
else
{
// Normal projectile, just add the calculated "deltas" to the x and y positions.
it->x += it->dx;
it->y += it->dy;
}
if(it->spin)
{
++(it->frameNum);
it->frameNum %= idToProjectile[it->creID]->ourImages.size();
}
}
}
for(std::list< std::list<SProjectileInfo>::iterator >::iterator it = toBeDeleted.begin(); it!= toBeDeleted.end(); ++it)
{
projectiles.erase(*it);
}
}
void CBattleInterface::endAction(const BattleAction* action)
{
//if((action->actionType==2 || (action->actionType==6 && action->destinationTile!=cb->battleGetPos(action->stackNumber)))) //activating interface when move is finished
// {
// activate();
// }
if(action->actionType == BattleAction::HERO_SPELL)
{
if(action->side)
defendingHero->setPhase(0);
else
attackingHero->setPhase(0);
}
if(action->actionType == BattleAction::WALK && creAnims[action->stackNumber]->getType() != 2) //walk or walk & attack
{
const CStack * stack = curInt->cb->battleGetStackByID(action->stackNumber);
pendingAnims.push_back(std::make_pair(new CBattleMoveEnd(this, stack, action->destinationTile), false));
}
if(action->actionType == BattleAction::CATAPULT) //catapult
{
}
//check if we should reverse stacks
//for some strange reason, it's not enough
// std::set<const CStack *> stacks;
// stacks.insert(LOCPLINT->cb->battleGetStackByID(action->stackNumber));
// stacks.insert(LOCPLINT->cb->battleGetStackByPos(action->destinationTile));
TStacks stacks = curInt->cb->battleGetStacks(CBattleCallback::MINE_AND_ENEMY);
BOOST_FOREACH(const CStack *s, stacks)
{
if(s && creDir[s->ID] != bool(s->attackerOwned) && s->alive())
{
addNewAnim(new CReverseAnim(this, s, s->position, false));
}
}
queue->update();
if(tacticsMode) //we have activated next stack after sending request that has been just realized -> blockmap due to movement has changed
redrawBackgroundWithHexes(activeStack);
}
void CBattleInterface::hideQueue()
{
curInt->sysOpts.showQueue = false;
queue->deactivate();
if(!queue->embedded)
{
moveBy(Point(0, -queue->pos.h / 2));
GH.totalRedraw();
}
}
void CBattleInterface::showQueue()
{
curInt->sysOpts.showQueue = true;
queue->activate();
if(!queue->embedded)
{
moveBy(Point(0, +queue->pos.h / 2));
GH.totalRedraw();
}
}
void CBattleInterface::startAction(const BattleAction* action)
{
if(action->actionType == BattleAction::END_TACTIC_PHASE)
{
SDL_FreeSurface(menu);
menu = BitmapHandler::loadBitmap("CBAR.bmp");
graphics->blueToPlayersAdv(menu, curInt->playerID);
bDefence->block(false);
bWait->block(false);
if(active)
{
if(btactEnd && btactNext) //if the other side had tactics, there are no buttons
{
btactEnd->deactivate();
btactNext->deactivate();
bConsoleDown->activate();
bConsoleUp->activate();
}
}
redraw();
return;
}
const CStack *stack = curInt->cb->battleGetStackByID(action->stackNumber);
if(stack)
{
queue->update();
}
else
{
assert(action->actionType == BattleAction::HERO_SPELL); //only cast spell is valid action without acting stack number
}
if(action->actionType == BattleAction::WALK
|| (action->actionType == BattleAction::WALK_AND_ATTACK && action->destinationTile != stack->position))
{
moveStarted = true;
if(creAnims[action->stackNumber]->framesInGroup(CCreatureAnim::MOVE_START))
{
const CStack * stack = curInt->cb->battleGetStackByID(action->stackNumber);
pendingAnims.push_back(std::make_pair(new CBattleMoveStart(this, stack), false));
}
}
if(active)
deactivate();
char txt[400];
if(action->actionType == BattleAction::HERO_SPELL) //when hero casts spell
{
if(action->side)
defendingHero->setPhase(4);
else
attackingHero->setPhase(4);
return;
}
if(!stack)
{
tlog1<<"Something wrong with stackNumber in actionStarted. Stack number: "<<action->stackNumber<<std::endl;
return;
}
int txtid = 0;
switch(action->actionType)
{
case BattleAction::WAIT:
txtid = 136;
break;
case BattleAction::BAD_MORALE:
txtid = -34; //negative -> no separate singular/plural form
displayEffect(30,stack->position);
break;
}
if(txtid > 0 && stack->count != 1)
txtid++; //move to plural text
else if(txtid < 0)
txtid = -txtid;
if(txtid)
{
sprintf(txt, CGI->generaltexth->allTexts[txtid].c_str(), (stack->count != 1) ? stack->getCreature()->namePl.c_str() : stack->getCreature()->nameSing.c_str(), 0);
console->addText(txt);
}
//displaying special abilities
switch (action->actionType)
{
case BattleAction::STACK_HEAL:
displayEffect(74, action->destinationTile);
CCS->soundh->playSound(soundBase::REGENER);
break;
}
}
void CBattleInterface::waitForAnims()
{
LOCPLINT->pim->unlock();
animsAreDisplayed.waitWhileTrue();
LOCPLINT->pim->lock();
}
void CBattleInterface::bEndTacticPhase()
{
btactEnd->block(true);
tacticsMode = false;
}
static bool immobile(const CStack *s)
{
return !s->Speed(0, true); //should bound stacks be immobile?
}
void CBattleInterface::bTacticNextStack()
{
TStacks stacksOfMine = tacticianInterface->cb->battleGetStacks(CBattleCallback::ONLY_MINE);
stacksOfMine.erase(std::remove_if(stacksOfMine.begin(), stacksOfMine.end(), &immobile), stacksOfMine.end());
TStacks::iterator it = vstd::find(stacksOfMine, activeStack);
if(it != stacksOfMine.end() && ++it != stacksOfMine.end())
stackActivated(*it);
else
stackActivated(stacksOfMine.front());
}
void CBattleHero::show(SDL_Surface *to)
{
//animation of flag
if(flip)
{
SDL_Rect temp_rect = genRect(
flag->ourImages[flagAnim].bitmap->h,
flag->ourImages[flagAnim].bitmap->w,
pos.x + 61,
pos.y + 39);
CSDL_Ext::blit8bppAlphaTo24bpp(
flag->ourImages[flagAnim].bitmap,
NULL,
screen,
&temp_rect);
}
else
{
SDL_Rect temp_rect = genRect(
flag->ourImages[flagAnim].bitmap->h,
flag->ourImages[flagAnim].bitmap->w,
pos.x + 72,
pos.y + 39);
CSDL_Ext::blit8bppAlphaTo24bpp(
flag->ourImages[flagAnim].bitmap,
NULL,
screen,
&temp_rect);
}
++flagAnimCount;
if(flagAnimCount%4==0)
{
++flagAnim;
flagAnim %= flag->ourImages.size();
}
//animation of hero
int tick=-1;
for(int i=0; i<dh->ourImages.size(); ++i)
{
if(dh->ourImages[i].groupNumber==phase)
++tick;
if(tick==image)
{
SDL_Rect posb = pos;
CSDL_Ext::blit8bppAlphaTo24bpp(dh->ourImages[i].bitmap, NULL, to, &posb);
if(phase != 4 || nextPhase != -1 || image < 4)
{
if(flagAnimCount%2==0)
{
++image;
}
if(dh->ourImages[(i+1)%dh->ourImages.size()].groupNumber!=phase) //back to appropriate frame
{
image = 0;
}
}
if(phase == 4 && nextPhase != -1 && image == 7)
{
phase = nextPhase;
nextPhase = -1;
image = 0;
}
break;
}
}
}
void CBattleHero::activate()
{
activateLClick();
}
void CBattleHero::deactivate()
{
deactivateLClick();
}
void CBattleHero::setPhase(int newPhase)
{
if(phase != 4)
{
phase = newPhase;
image = 0;
}
else
{
nextPhase = newPhase;
}
}
void CBattleHero::clickLeft(tribool down, bool previousState)
{
if(myOwner->spellDestSelectMode) //we are casting a spell
return;
if(!down && myHero && myOwner->myTurn && myOwner->curInt->cb->battleCanCastSpell()) //check conditions
{
for(int it=0; it<BFIELD_SIZE; ++it) //do nothing when any hex is hovered - hero's animation overlaps battlefield
{
if(myOwner->bfield[it].hovered && myOwner->bfield[it].strictHovered)
return;
}
CCS->curh->changeGraphic(0,0);
CSpellWindow * spellWindow = new CSpellWindow(genRect(595, 620, (conf.cc.resx - 620)/2, (conf.cc.resy - 595)/2), myHero, myOwner->curInt);
GH.pushInt(spellWindow);
}
}
CBattleHero::CBattleHero(const std::string & defName, int phaseG, int imageG, bool flipG, unsigned char player, const CGHeroInstance * hero, const CBattleInterface * owner): flip(flipG), myHero(hero), myOwner(owner), phase(phaseG), nextPhase(-1), image(imageG), flagAnim(0), flagAnimCount(0)
{
dh = CDefHandler::giveDef( defName );
for(int i=0; i<dh->ourImages.size(); ++i) //transforming images
{
if(flip)
{
SDL_Surface * hlp = CSDL_Ext::rotate01(dh->ourImages[i].bitmap);
SDL_FreeSurface(dh->ourImages[i].bitmap);
dh->ourImages[i].bitmap = hlp;
}
CSDL_Ext::alphaTransform(dh->ourImages[i].bitmap);
}
if(flip)
flag = CDefHandler::giveDef("CMFLAGR.DEF");
else
flag = CDefHandler::giveDef("CMFLAGL.DEF");
//coloring flag and adding transparency
for(int i=0; i<flag->ourImages.size(); ++i)
{
CSDL_Ext::alphaTransform(flag->ourImages[i].bitmap);
graphics->blueToPlayersAdv(flag->ourImages[i].bitmap, player);
}
}
CBattleHero::~CBattleHero()
{
delete dh;
delete flag;
}
Point CBattleHex::getXYUnitAnim(const int & hexNum, const bool & attacker, const CStack * stack, const CBattleInterface * cbi)
{
Point ret(-500, -500); //returned value
if(stack && stack->position < 0) //creatures in turrets
{
switch(stack->position)
{
case -2: //keep
ret = graphics->wallPositions[cbi->siegeH->town->town->typeID][17];
break;
case -3: //lower turret
ret = graphics->wallPositions[cbi->siegeH->town->town->typeID][18];
break;
case -4: //upper turret
ret = graphics->wallPositions[cbi->siegeH->town->town->typeID][19];
break;
}
}
else
{
ret.y = -139 + 42 * (hexNum/BFIELD_WIDTH); //counting y
//counting x
if(attacker)
{
ret.x = -160 + 22 * ( ((hexNum/BFIELD_WIDTH) + 1)%2 ) + 44 * (hexNum % BFIELD_WIDTH);
}
else
{
ret.x = -219 + 22 * ( ((hexNum/BFIELD_WIDTH) + 1)%2 ) + 44 * (hexNum % BFIELD_WIDTH);
}
//shifting position for double - hex creatures
if(stack && stack->doubleWide())
{
if(attacker)
{
ret.x -= 44;
}
else
{
ret.x += 45;
}
}
}
//returning
return ret +CPlayerInterface::battleInt->pos;
}
void CBattleHex::activate()
{
activateHover();
activateMouseMove();
activateLClick();
activateRClick();
}
void CBattleHex::deactivate()
{
deactivateHover();
deactivateMouseMove();
deactivateLClick();
deactivateRClick();
}
void CBattleHex::hover(bool on)
{
hovered = on;
//Hoverable::hover(on);
if(!on && setAlterText)
{
myInterface->console->alterTxt = std::string();
setAlterText = false;
}
}
CBattleHex::CBattleHex() : setAlterText(false), myNumber(-1), accessible(true), hovered(false), strictHovered(false), myInterface(NULL)
{
}
void CBattleHex::mouseMoved(const SDL_MouseMotionEvent &sEvent)
{
if(myInterface->cellShade)
{
if(CSDL_Ext::SDL_GetPixel(myInterface->cellShade, sEvent.x-pos.x, sEvent.y-pos.y) == 0) //hovered pixel is outside hex
{
strictHovered = false;
}
else //hovered pixel is inside hex
{
strictHovered = true;
}
}
if(hovered && strictHovered) //print attacked creature to console
{
const CStack * attackedStack = myInterface->curInt->cb->battleGetStackByPos(myNumber);
if(myInterface->console->alterTxt.size() == 0 &&attackedStack != NULL &&
attackedStack->owner != myInterface->curInt->playerID &&
attackedStack->alive())
{
char tabh[160];
const std::string & attackedName = attackedStack->count == 1 ? attackedStack->getCreature()->nameSing : attackedStack->getCreature()->namePl;
sprintf(tabh, CGI->generaltexth->allTexts[220].c_str(), attackedName.c_str());
myInterface->console->alterTxt = std::string(tabh);
setAlterText = true;
}
}
else if(setAlterText)
{
myInterface->console->alterTxt = std::string();
setAlterText = false;
}
}
void CBattleHex::clickLeft(tribool down, bool previousState)
{
if(!down && hovered && strictHovered) //we've been really clicked!
{
myInterface->hexLclicked(myNumber);
}
}
void CBattleHex::clickRight(tribool down, bool previousState)
{
const CStack * myst = myInterface->curInt->cb->battleGetStackByPos(myNumber); //stack info
if(hovered && strictHovered && myst!=NULL)
{
if(!myst->alive()) return;
if(down)
{
GH.pushInt(createCreWindow(myst));
}
}
}
CBattleConsole::CBattleConsole() : lastShown(-1), alterTxt(""), whoSetAlter(0)
{
}
CBattleConsole::~CBattleConsole()
{
texts.clear();
}
void CBattleConsole::show(SDL_Surface * to)
{
if(ingcAlter.size())
{
CSDL_Ext::printAtMiddleWB(ingcAlter, pos.x + pos.w/2, pos.y + 11, FONT_SMALL, 80, zwykly, to);
}
else if(alterTxt.size())
{
CSDL_Ext::printAtMiddleWB(alterTxt, pos.x + pos.w/2, pos.y + 11, FONT_SMALL, 80, zwykly, to);
}
else if(texts.size())
{
if(texts.size()==1)
{
CSDL_Ext::printAtMiddleWB(texts[0], pos.x + pos.w/2, pos.y + 11, FONT_SMALL, 80, zwykly, to);
}
else
{
CSDL_Ext::printAtMiddleWB(texts[lastShown-1], pos.x + pos.w/2, pos.y + 11, FONT_SMALL, 80, zwykly, to);
CSDL_Ext::printAtMiddleWB(texts[lastShown], pos.x + pos.w/2, pos.y + 27, FONT_SMALL, 80, zwykly, to);
}
}
}
bool CBattleConsole::addText(const std::string & text)
{
if(text.size()>70)
return false; //text too long!
int firstInToken = 0;
for(int i=0; i<text.size(); ++i) //tokenize
{
if(text[i] == 10)
{
texts.push_back( text.substr(firstInToken, i-firstInToken) );
firstInToken = i+1;
}
}
texts.push_back( text.substr(firstInToken, text.size()) );
lastShown = texts.size()-1;
return true;
}
void CBattleConsole::eraseText(unsigned int pos)
{
if(pos < texts.size())
{
texts.erase(texts.begin() + pos);
if(lastShown == texts.size())
--lastShown;
}
}
void CBattleConsole::changeTextAt(const std::string & text, unsigned int pos)
{
if(pos >= texts.size()) //no such pos
return;
texts[pos] = text;
}
void CBattleConsole::scrollUp(unsigned int by)
{
if(lastShown > by)
lastShown -= by;
}
void CBattleConsole::scrollDown(unsigned int by)
{
if(lastShown + by < texts.size())
lastShown += by;
}
CBattleResultWindow::CBattleResultWindow(const BattleResult &br, const SDL_Rect & pos, CBattleInterface * _owner)
: owner(_owner)
{
this->pos = pos;
background = BitmapHandler::loadBitmap("CPRESULT.BMP", true);
graphics->blueToPlayersAdv(background, owner->curInt->playerID);
SDL_Surface * pom = SDL_ConvertSurface(background, screen->format, screen->flags);
SDL_FreeSurface(background);
background = pom;
exit = new AdventureMapButton (std::string(), std::string(), boost::bind(&CBattleResultWindow::bExitf,this), 384 + pos.x, 505 + pos.y, "iok6432.def", SDLK_RETURN);
exit->borderColor = Colors::MetallicGold;
exit->borderEnabled = true;
if(br.winner==0) //attacker won
{
CSDL_Ext::printAtMiddle(CGI->generaltexth->allTexts[410], 59, 124, FONT_SMALL, zwykly, background);
CSDL_Ext::printAtMiddle(CGI->generaltexth->allTexts[411], 408, 124, FONT_SMALL, zwykly, background);
}
else //if(br.winner==1)
{
CSDL_Ext::printAtMiddle(CGI->generaltexth->allTexts[411], 59, 124, FONT_SMALL, zwykly, background);
CSDL_Ext::printAtMiddle(CGI->generaltexth->allTexts[410], 412, 124, FONT_SMALL, zwykly, background);
}
CSDL_Ext::printAtMiddle(CGI->generaltexth->allTexts[407], 232, 302, FONT_BIG, tytulowy, background);
CSDL_Ext::printAtMiddle(CGI->generaltexth->allTexts[408], 232, 332, FONT_BIG, zwykly, background);
CSDL_Ext::printAtMiddle(CGI->generaltexth->allTexts[409], 237, 428, FONT_BIG, zwykly, background);
std::string attackerName, defenderName;
if(owner->attackingHeroInstance) //a hero attacked
{
SDL_Rect temp_rect = genRect(64, 58, 21, 38);
SDL_BlitSurface(graphics->portraitLarge[owner->attackingHeroInstance->portrait], NULL, background, &temp_rect);
//setting attackerName
attackerName = owner->attackingHeroInstance->name;
}
else //a monster attacked
{
int bestMonsterID = -1;
int bestPower = 0;
for(TSlots::const_iterator it = owner->army1->Slots().begin(); it!=owner->army1->Slots().end(); ++it)
{
if( it->second->type->AIValue > bestPower)
{
bestPower = it->second->type->AIValue;
bestMonsterID = it->second->type->idNumber;
}
}
SDL_Rect temp_rect = genRect(64, 58, 21, 38);
SDL_BlitSurface(graphics->bigImgs[bestMonsterID], NULL, background, &temp_rect);
//setting attackerName
attackerName = CGI->creh->creatures[bestMonsterID]->namePl;
}
if(owner->defendingHeroInstance) //a hero defended
{
SDL_Rect temp_rect = genRect(64, 58, 392, 38);
SDL_BlitSurface(graphics->portraitLarge[owner->defendingHeroInstance->portrait], NULL, background, &temp_rect);
//setting defenderName
defenderName = owner->defendingHeroInstance->name;
}
else //a monster defended
{
int bestMonsterID = -1;
int bestPower = 0;
for(TSlots::const_iterator it = owner->army2->Slots().begin(); it!=owner->army2->Slots().end(); ++it)
{
if( it->second->type->AIValue > bestPower)
{
bestPower = it->second->type->AIValue;
bestMonsterID = it->second->type->idNumber;
}
}
SDL_Rect temp_rect = genRect(64, 58, 392, 38);
SDL_BlitSurface(graphics->bigImgs[bestMonsterID], NULL, background, &temp_rect);
//setting defenderName
defenderName = CGI->creh->creatures[bestMonsterID]->namePl;
}
//printing attacker and defender's names
CSDL_Ext::printAt(attackerName, 89, 37, FONT_SMALL, zwykly, background);
CSDL_Ext::printTo(defenderName, 381, 53, FONT_SMALL, zwykly, background);
//printing casualities
for(int step = 0; step < 2; ++step)
{
if(br.casualties[step].size()==0)
{
CSDL_Ext::printAtMiddle(CGI->generaltexth->allTexts[523], 235, 360 + 97*step, FONT_SMALL, zwykly, background);
}
else
{
int xPos = 235 - (br.casualties[step].size()*32 + (br.casualties[step].size() - 1)*10)/2; //increment by 42 with each picture
int yPos = 344 + step*97;
for(std::map<ui32,si32>::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<<it->second;
CSDL_Ext::printAtMiddle(amount.str(), xPos+16, yPos + 42, FONT_SMALL, zwykly, background);
xPos += 42;
}
}
}
//printing result description
bool weAreAttacker = (owner->curInt->playerID == owner->attackingHeroInstance->tempOwner);
if((br.winner == 0 && weAreAttacker) || (br.winner == 1 && !weAreAttacker)) //we've won
{
int text=-1;
switch(br.result)
{
case 0: text = 304; break;
case 1: text = 303; break;
case 2: text = 302; break;
}
CCS->musich->playMusic(musicBase::winBattle);
CCS->videoh->open(VIDEO_WIN);
std::string str = CGI->generaltexth->allTexts[text];
const CGHeroInstance * ourHero = weAreAttacker? owner->attackingHeroInstance : owner->defendingHeroInstance;
if (ourHero)
{
str += CGI->generaltexth->allTexts[305];
boost::algorithm::replace_first(str,"%s",ourHero->name);
boost::algorithm::replace_first(str,"%d",boost::lexical_cast<std::string>(br.exp[weAreAttacker?0:1]));
}
CSDL_Ext::printAtMiddleWB(str, 235, 235, FONT_SMALL, 55, zwykly, background);
}
else // we lose
{
switch(br.result)
{
case 0: //normal victory
{
CCS->musich->playMusic(musicBase::loseCombat);
CCS->videoh->open(VIDEO_LOSE_BATTLE_START);
CSDL_Ext::printAtMiddle(CGI->generaltexth->allTexts[311], 235, 235, FONT_SMALL, zwykly, background);
break;
}
case 1: //flee
{
CCS->musich->playMusic(musicBase::retreatBattle);
CCS->videoh->open(VIDEO_RETREAT_START);
CSDL_Ext::printAtMiddle(CGI->generaltexth->allTexts[310], 235, 235, FONT_SMALL, zwykly, background);
break;
}
case 2: //surrender
{
CCS->musich->playMusic(musicBase::surrenderBattle);
CCS->videoh->open(VIDEO_SURRENDER);
CSDL_Ext::printAtMiddle(CGI->generaltexth->allTexts[309], 235, 220, FONT_SMALL, zwykly, background);
break;
}
}
}
}
CBattleResultWindow::~CBattleResultWindow()
{
SDL_FreeSurface(background);
}
void CBattleResultWindow::activate()
{
owner->curInt->showingDialog->set(true);
exit->activate();
}
void CBattleResultWindow::deactivate()
{
exit->deactivate();
}
void CBattleResultWindow::show(SDL_Surface *to)
{
//evaluating to
if(!to)
to = screen;
CCS->videoh->update(107, 70, background, false, true);
SDL_BlitSurface(background, NULL, to, &pos);
exit->showAll(to);
}
void CBattleResultWindow::bExitf()
{
if(LOCPLINT->cb->getStartInfo()->mode == StartInfo::DUEL)
{
std::exit(0);
}
CPlayerInterface * intTmp = owner->curInt;
GH.popInts(2); //first - we; second - battle interface
intTmp->showingDialog->setn(false);
CCS->videoh->close();
}
CBattleOptionsWindow::CBattleOptionsWindow(const SDL_Rect & position, CBattleInterface *owner): myInt(owner)
{
OBJ_CONSTRUCTION_CAPTURING_ALL;
pos = position;
background = new CPicture("comopbck.bmp");
background->colorize(owner->curInt->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, 25, 56, false);
viewGrid->select(owner->curInt->sysOpts.printCellBorders);
movementShadow = new CHighlightableButton(boost::bind(&CBattleInterface::setPrintStackRange, owner, true), boost::bind(&CBattleInterface::setPrintStackRange, owner, false), boost::assign::map_list_of(0,CGI->generaltexth->zelp[428].first)(3,CGI->generaltexth->zelp[428].first), CGI->generaltexth->zelp[428].second, false, "sysopchk.def", NULL, 25, 89, false);
movementShadow->select(owner->curInt->sysOpts.printStackRange);
mouseShadow = new CHighlightableButton(boost::bind(&CBattleInterface::setPrintMouseShadow, owner, true), boost::bind(&CBattleInterface::setPrintMouseShadow, owner, false), boost::assign::map_list_of(0,CGI->generaltexth->zelp[429].first)(3,CGI->generaltexth->zelp[429].first), CGI->generaltexth->zelp[429].second, false, "sysopchk.def", NULL, 25, 122, false);
mouseShadow->select(owner->curInt->sysOpts.printMouseShadow);
animSpeeds = new CHighlightableButtonsGroup(0);
animSpeeds->addButton(boost::assign::map_list_of(0,CGI->generaltexth->zelp[422].first),CGI->generaltexth->zelp[422].second, "sysopb9.def", 28, 225, 1);
animSpeeds->addButton(boost::assign::map_list_of(0,CGI->generaltexth->zelp[423].first),CGI->generaltexth->zelp[423].second, "sysob10.def", 92, 225, 2);
animSpeeds->addButton(boost::assign::map_list_of(0,CGI->generaltexth->zelp[424].first),CGI->generaltexth->zelp[424].second, "sysob11.def",156, 225, 4);
animSpeeds->select(owner->getAnimSpeed(), 1);
animSpeeds->onChange = boost::bind(&CBattleInterface::setAnimSpeed, owner, _1);
setToDefault = new AdventureMapButton (CGI->generaltexth->zelp[393], boost::bind(&CBattleOptionsWindow::bDefaultf,this), 246, 359, "codefaul.def");
setToDefault->swappedImages = true;
setToDefault->update();
exit = new AdventureMapButton (CGI->generaltexth->zelp[392], boost::bind(&CBattleOptionsWindow::bExitf,this), 357, 359, "soretrn.def",SDLK_RETURN);
exit->swappedImages = true;
exit->update();
//creating labels
labels.push_back(new CLabel(242, 32, FONT_BIG, CENTER, tytulowy, CGI->generaltexth->allTexts[392]));//window title
labels.push_back(new CLabel(122, 214, FONT_MEDIUM, CENTER, tytulowy, CGI->generaltexth->allTexts[393]));//animation speed
labels.push_back(new CLabel(122, 293, FONT_MEDIUM, CENTER, tytulowy, CGI->generaltexth->allTexts[394]));//music volume
labels.push_back(new CLabel(122, 359, FONT_MEDIUM, CENTER, tytulowy, CGI->generaltexth->allTexts[395]));//effects' volume
labels.push_back(new CLabel(353, 66, FONT_MEDIUM, CENTER, tytulowy, CGI->generaltexth->allTexts[396]));//auto - combat options
labels.push_back(new CLabel(353, 265, FONT_MEDIUM, CENTER, tytulowy, CGI->generaltexth->allTexts[397]));//creature info
//auto - combat options
labels.push_back(new CLabel(283, 86, FONT_MEDIUM, TOPLEFT, zwykly, CGI->generaltexth->allTexts[398]));//creatures
labels.push_back(new CLabel(283, 116, FONT_MEDIUM, TOPLEFT, zwykly, CGI->generaltexth->allTexts[399]));//spells
labels.push_back(new CLabel(283, 146, FONT_MEDIUM, TOPLEFT, zwykly, CGI->generaltexth->allTexts[400]));//catapult
labels.push_back(new CLabel(283, 176, FONT_MEDIUM, TOPLEFT, zwykly, CGI->generaltexth->allTexts[151]));//ballista
labels.push_back(new CLabel(283, 206, FONT_MEDIUM, TOPLEFT, zwykly, CGI->generaltexth->allTexts[401]));//first aid tent
//creature info
labels.push_back(new CLabel(283, 285, FONT_MEDIUM, TOPLEFT, zwykly, CGI->generaltexth->allTexts[402]));//all stats
labels.push_back(new CLabel(283, 315, FONT_MEDIUM, TOPLEFT, zwykly, CGI->generaltexth->allTexts[403]));//spells only
//general options
labels.push_back(new CLabel(61, 57, FONT_MEDIUM, TOPLEFT, zwykly, CGI->generaltexth->allTexts[404]));
labels.push_back(new CLabel(61, 90, FONT_MEDIUM, TOPLEFT, zwykly, CGI->generaltexth->allTexts[405]));
labels.push_back(new CLabel(61, 123, FONT_MEDIUM, TOPLEFT, zwykly, CGI->generaltexth->allTexts[406]));
labels.push_back(new CLabel(61, 156, FONT_MEDIUM, TOPLEFT, zwykly, CGI->generaltexth->allTexts[407]));
}
void CBattleOptionsWindow::bDefaultf()
{
}
void CBattleOptionsWindow::bExitf()
{
GH.popIntTotally(this);
}
std::string CBattleInterface::SiegeHelper::townTypeInfixes[F_NUMBER] = {"CS", "RM", "TW", "IN", "NC", "DN", "ST", "FR", "EL"};
CBattleInterface::SiegeHelper::SiegeHelper(const CGTownInstance *siegeTown, const CBattleInterface * _owner)
: owner(_owner), town(siegeTown)
{
for(int g=0; g<ARRAY_COUNT(walls); ++g)
{
walls[g] = BitmapHandler::loadBitmap( getSiegeName(g) );
}
}
CBattleInterface::SiegeHelper::~SiegeHelper()
{
for(int g=0; g<ARRAY_COUNT(walls); ++g)
{
SDL_FreeSurface(walls[g]);
}
}
std::string CBattleInterface::SiegeHelper::getSiegeName(ui16 what, ui16 additInfo) const
{
if(what == 2 || what == 3 || what == 8)
{
if(additInfo == 3) additInfo = 2;
}
char buf[100];
SDL_itoa(additInfo, buf, 10);
std::string addit(buf);
switch(what)
{
case 0: //background
return "SG" + townTypeInfixes[town->town->typeID] + "BACK.BMP";
case 1: //background wall
{
switch(town->town->typeID)
{
case 5: case 4: case 1: case 6:
return "SG" + townTypeInfixes[town->town->typeID] + "TPW1.BMP";
case 0: case 2: case 3: case 7: case 8:
return "SG" + townTypeInfixes[town->town->typeID] + "TPWL.BMP";
default:
return "";
}
}
case 2: //keep
return "SG" + townTypeInfixes[town->town->typeID] + "MAN" + addit + ".BMP";
case 3: //bottom tower
return "SG" + townTypeInfixes[town->town->typeID] + "TW1" + addit + ".BMP";
case 4: //bottom wall
return "SG" + townTypeInfixes[town->town->typeID] + "WA1" + addit + ".BMP";
case 5: //below gate
return "SG" + townTypeInfixes[town->town->typeID] + "WA3" + addit + ".BMP";
case 6: //over gate
return "SG" + townTypeInfixes[town->town->typeID] + "WA4" + addit + ".BMP";
case 7: //upper wall
return "SG" + townTypeInfixes[town->town->typeID] + "WA6" + addit + ".BMP";
case 8: //upper tower
return "SG" + townTypeInfixes[town->town->typeID] + "TW2" + addit + ".BMP";
case 9: //gate
return "SG" + townTypeInfixes[town->town->typeID] + "DRW" + addit + ".BMP";
case 10: //gate arch
return "SG" + townTypeInfixes[town->town->typeID] + "ARCH.BMP";
case 11: //bottom static wall
return "SG" + townTypeInfixes[town->town->typeID] + "WA2.BMP";
case 12: //upper static wall
return "SG" + townTypeInfixes[town->town->typeID] + "WA5.BMP";
case 13: //moat
return "SG" + townTypeInfixes[town->town->typeID] + "MOAT.BMP";
case 14: //mlip
return "SG" + townTypeInfixes[town->town->typeID] + "MLIP.BMP";
case 15: //keep creature cover
return "SG" + townTypeInfixes[town->town->typeID] + "MANC.BMP";
case 16: //bottom turret creature cover
return "SG" + townTypeInfixes[town->town->typeID] + "TW1C.BMP";
case 17: //upper turret creature cover
return "SG" + townTypeInfixes[town->town->typeID] + "TW2C.BMP";
default:
return "";
}
}
/// What: 1. background wall, 2. keep, 3. bottom tower, 4. bottom wall, 5. wall below gate,
/// 6. wall over gate, 7. upper wall, 8. upper tower, 9. gate, 10. gate arch, 11. bottom static wall, 12. upper static wall, 13. moat, 14. mlip,
/// 15. keep turret cover, 16. lower turret cover, 17. upper turret cover
/// Positions are loaded from the config file: /config/wall_pos.txt
void CBattleInterface::SiegeHelper::printPartOfWall(SDL_Surface * to, int what)
{
Point pos = Point(-1, -1);
if (what >= 1 && what <= 17)
{
pos.x = graphics->wallPositions[town->town->typeID][what - 1].x + owner->pos.x;
pos.y = graphics->wallPositions[town->town->typeID][what - 1].y + owner->pos.y;
}
if(pos.x != -1)
{
blitAt(walls[what], pos.x, pos.y, to);
}
}
void CStackQueue::update()
{
stacksSorted.clear();
owner->curInt->cb->getStackQueue(stacksSorted, QUEUE_SIZE);
for (int i = 0; i < QUEUE_SIZE ; i++)
{
stackBoxes[i]->setStack(stacksSorted[i]);
}
}
CStackQueue::CStackQueue(bool Embedded, CBattleInterface * _owner)
:embedded(Embedded), owner(_owner)
{
OBJ_CONSTRUCTION_CAPTURING_ALL;
if(embedded)
{
box = NULL;
bg = NULL;
pos.w = QUEUE_SIZE * 37;
pos.h = 32; //height of small creature img
pos.x = screen->w/2 - pos.w/2;
pos.y = (screen->h - 600)/2 + 10;
}
else
{
box = BitmapHandler::loadBitmap("CHRROP.pcx");
bg = BitmapHandler::loadBitmap("DIBOXPI.pcx");
pos.w = 600;
pos.h = bg->h;
}
stackBoxes.resize(QUEUE_SIZE);
for (int i = 0; i < QUEUE_SIZE; i++)
{
stackBoxes[i] = new StackBox(box);
stackBoxes[i]->pos.x += 6 + (embedded ? 37 : 79)*i;
}
}
CStackQueue::~CStackQueue()
{
SDL_FreeSurface(box);
}
void CStackQueue::showAll( SDL_Surface *to )
{
blitBg(to);
CIntObject::showAll(to);
}
void CStackQueue::blitBg( SDL_Surface * to )
{
if(bg)
{
for (int w = 0; w < pos.w; w += bg->w)
{
blitAtLoc(bg, w, 0, to);
}
}
}
void CStackQueue::StackBox::showAll( SDL_Surface *to )
{
assert(my);
if(bg)
{
graphics->blueToPlayersAdv(bg, my->owner);
//SDL_UpdateRect(bg, 0, 0, 0, 0);
SDL_Rect temp_rect = genRect(bg->h, bg->w, pos.x, pos.y);
CSDL_Ext::blit8bppAlphaTo24bpp(bg, NULL, to, &temp_rect);
//blitAt(bg, pos, to);
blitAt(graphics->bigImgs[my->getCreature()->idNumber], pos.x +9, pos.y + 1, to);
printAtMiddleLoc(makeNumberShort(my->count), pos.w/2, pos.h - 12, FONT_MEDIUM, zwykly, to);
}
else
{
blitAt(graphics->smallImgs[-2], pos, to);
blitAt(graphics->smallImgs[my->getCreature()->idNumber], pos, to);
const SDL_Color &ownerColor = (my->owner == 255 ? *graphics->neutralColor : graphics->playerColors[my->owner]);
CSDL_Ext::drawBorder(to, pos, int3(ownerColor.r, ownerColor.g, ownerColor.b));
printAtMiddleLoc(makeNumberShort(my->count), pos.w/2, pos.h - 8, FONT_TINY, zwykly, to);
}
}
void CStackQueue::StackBox::setStack( const CStack *nStack )
{
my = nStack;
}
CStackQueue::StackBox::StackBox(SDL_Surface *BG)
:my(NULL), bg(BG)
{
if(bg)
{
pos.w = bg->w;
pos.h = bg->h;
}
else
{
pos.w = pos.h = 32;
}
pos.y += 2;
}
CStackQueue::StackBox::~StackBox()
{
}
void CStackQueue::StackBox::hover( bool on )
{
}
double CatapultProjectileInfo::calculateY(double x)
{
return (facA * pow(10., -3.)) * pow(x, 2.0) + facB * x + facC;
}