mirror of
https://github.com/vcmi/vcmi.git
synced 2024-11-24 08:32:34 +02:00
3808 lines
115 KiB
C++
3808 lines
115 KiB
C++
/*
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* CBattleInterface.cpp, part of VCMI engine
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*
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* Authors: listed in file AUTHORS in main folder
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*
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* License: GNU General Public License v2.0 or later
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* Full text of license available in license.txt file, in main folder
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*
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*/
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#include "StdInc.h"
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#include "CBattleInterface.h"
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#include "CBattleAnimations.h"
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#include "CBattleInterfaceClasses.h"
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#include "CCreatureAnimation.h"
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#include "../CBitmapHandler.h"
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#include "../CGameInfo.h"
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#include "../CMessage.h"
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#include "../CMT.h"
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#include "../CMusicHandler.h"
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#include "../CPlayerInterface.h"
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#include "../CVideoHandler.h"
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#include "../Graphics.h"
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#include "../gui/CAnimation.h"
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#include "../gui/CCursorHandler.h"
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#include "../gui/CGuiHandler.h"
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#include "../gui/SDL_Extensions.h"
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#include "../windows/CAdvmapInterface.h"
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#include "../windows/CCreatureWindow.h"
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#include "../windows/CSpellWindow.h"
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#include "../../CCallback.h"
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#include "../../lib/CStack.h"
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#include "../../lib/CConfigHandler.h"
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#include "../../lib/CGeneralTextHandler.h"
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#include "../../lib/CHeroHandler.h"
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#include "../../lib/CondSh.h"
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#include "../../lib/CRandomGenerator.h"
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#include "../../lib/spells/CSpellHandler.h"
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#include "../../lib/spells/ISpellMechanics.h"
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#include "../../lib/spells/Problem.h"
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#include "../../lib/CTownHandler.h"
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#include "../../lib/BattleFieldHandler.h"
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#include "../../lib/ObstacleHandler.h"
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#include "../../lib/CGameState.h"
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#include "../../lib/mapping/CMap.h"
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#include "../../lib/NetPacks.h"
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#include "../../lib/UnlockGuard.h"
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CondSh<bool> CBattleInterface::animsAreDisplayed(false);
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CondSh<BattleAction *> CBattleInterface::givenCommand(nullptr);
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static void onAnimationFinished(const CStack *stack, std::weak_ptr<CCreatureAnimation> anim)
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{
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std::shared_ptr<CCreatureAnimation> animation = anim.lock();
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if(!animation)
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return;
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if (animation->isIdle())
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{
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const CCreature *creature = stack->getCreature();
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if (animation->framesInGroup(CCreatureAnim::MOUSEON) > 0)
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{
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if (CRandomGenerator::getDefault().nextDouble(99.0) < creature->animation.timeBetweenFidgets *10)
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animation->playOnce(CCreatureAnim::MOUSEON);
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else
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animation->setType(CCreatureAnim::HOLDING);
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}
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else
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{
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animation->setType(CCreatureAnim::HOLDING);
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}
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}
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// always reset callback
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animation->onAnimationReset += std::bind(&onAnimationFinished, stack, anim);
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}
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static void transformPalette(SDL_Surface *surf, double rCor, double gCor, double bCor)
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{
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SDL_Color *colorsToChange = surf->format->palette->colors;
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for (int g=0; g<surf->format->palette->ncolors; ++g)
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{
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SDL_Color *color = &colorsToChange[g];
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if (color->b != 132 &&
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color->g != 231 &&
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color->r != 255) //it's not yellow border
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{
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color->r = static_cast<Uint8>(color->r * rCor);
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color->g = static_cast<Uint8>(color->g * gCor);
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color->b = static_cast<Uint8>(color->b * bCor);
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}
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}
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}
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void CBattleInterface::addNewAnim(CBattleAnimation *anim)
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{
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pendingAnims.push_back( std::make_pair(anim, false) );
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animsAreDisplayed.setn(true);
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}
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CBattleInterface::CBattleInterface(const CCreatureSet *army1, const CCreatureSet *army2,
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const CGHeroInstance *hero1, const CGHeroInstance *hero2,
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const SDL_Rect & myRect,
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std::shared_ptr<CPlayerInterface> att, std::shared_ptr<CPlayerInterface> defen, std::shared_ptr<CPlayerInterface> spectatorInt)
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: background(nullptr), attackingHeroInstance(hero1), defendingHeroInstance(hero2), animCount(0),
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activeStack(nullptr), mouseHoveredStack(nullptr), stackToActivate(nullptr), selectedStack(nullptr), previouslyHoveredHex(-1),
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currentlyHoveredHex(-1), attackingHex(-1), stackCanCastSpell(false), creatureCasting(false), spellDestSelectMode(false), spellToCast(nullptr), sp(nullptr),
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creatureSpellToCast(-1),
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siegeH(nullptr), attackerInt(att), defenderInt(defen), curInt(att), animIDhelper(0),
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myTurn(false), moveStarted(false), moveSoundHander(-1), bresult(nullptr), battleActionsStarted(false)
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{
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OBJ_CONSTRUCTION;
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if(spectatorInt)
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{
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curInt = spectatorInt;
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}
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else if(!curInt)
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{
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//May happen when we are defending during network MP game -> attacker interface is just not present
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curInt = defenderInt;
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}
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animsAreDisplayed.setn(false);
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pos = myRect;
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strongInterest = true;
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givenCommand.setn(nullptr);
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//hot-seat -> check tactics for both players (defender may be local human)
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if(attackerInt && attackerInt->cb->battleGetTacticDist())
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tacticianInterface = attackerInt;
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else if(defenderInt && defenderInt->cb->battleGetTacticDist())
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tacticianInterface = defenderInt;
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//if we found interface of player with tactics, then enter tactics mode
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tacticsMode = static_cast<bool>(tacticianInterface);
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//create stack queue
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bool embedQueue;
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std::string queueSize = settings["battle"]["queueSize"].String();
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if(queueSize == "auto")
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embedQueue = screen->h < 700;
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else
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embedQueue = screen->h < 700 || queueSize == "small";
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queue = std::make_shared<CStackQueue>(embedQueue, this);
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if(!embedQueue)
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{
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if (settings["battle"]["showQueue"].Bool())
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pos.y += queue->pos.h / 2; //center whole window
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queue->moveTo(Point(pos.x, pos.y - queue->pos.h));
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}
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//preparing siege info
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const CGTownInstance *town = curInt->cb->battleGetDefendedTown();
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if(town && town->hasFort())
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{
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siegeH = new SiegeHelper(town, this);
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}
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CPlayerInterface::battleInt = this;
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//initializing armies
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this->army1 = army1;
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this->army2 = army2;
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std::vector<const CStack*> stacks = curInt->cb->battleGetAllStacks(true);
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for(const CStack * s : stacks)
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{
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unitAdded(s);
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}
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//preparing menu background and terrain
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if(siegeH)
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{
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background = BitmapHandler::loadBitmap( siegeH->getSiegeName(0), false );
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ui8 siegeLevel = curInt->cb->battleGetSiegeLevel();
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if (siegeLevel >= 2) //citadel or castle
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{
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//print moat/mlip
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SDL_Surface *moat = BitmapHandler::loadBitmap( siegeH->getSiegeName(13) ),
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* mlip = BitmapHandler::loadBitmap( siegeH->getSiegeName(14) );
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auto & info = siegeH->town->town->clientInfo;
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Point moatPos(info.siegePositions[13].x, info.siegePositions[13].y);
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Point mlipPos(info.siegePositions[14].x, info.siegePositions[14].y);
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if (moat) //eg. tower has no moat
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blitAt(moat, moatPos.x,moatPos.y, background);
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if (mlip) //eg. tower has no mlip
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blitAt(mlip, mlipPos.x, mlipPos.y, background);
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SDL_FreeSurface(moat);
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SDL_FreeSurface(mlip);
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}
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}
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else
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{
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auto bfieldType = curInt->cb->battleGetBattlefieldType();
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if(bfieldType == BattleField::NONE)
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{
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logGlobal->error("Invalid battlefield returned for current battle");
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}
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else
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{
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background = BitmapHandler::loadBitmap(bfieldType.getInfo()->graphics, false);
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}
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}
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//preparing graphics for displaying amounts of creatures
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amountNormal = BitmapHandler::loadBitmap("CMNUMWIN.BMP");
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CSDL_Ext::alphaTransform(amountNormal);
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transformPalette(amountNormal, 0.59, 0.19, 0.93);
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amountPositive = BitmapHandler::loadBitmap("CMNUMWIN.BMP");
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CSDL_Ext::alphaTransform(amountPositive);
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transformPalette(amountPositive, 0.18, 1.00, 0.18);
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amountNegative = BitmapHandler::loadBitmap("CMNUMWIN.BMP");
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CSDL_Ext::alphaTransform(amountNegative);
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transformPalette(amountNegative, 1.00, 0.18, 0.18);
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amountEffNeutral = BitmapHandler::loadBitmap("CMNUMWIN.BMP");
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CSDL_Ext::alphaTransform(amountEffNeutral);
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transformPalette(amountEffNeutral, 1.00, 1.00, 0.18);
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//preparing buttons and console
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bOptions = std::make_shared<CButton>(Point( 3, 561), "icm003.def", CGI->generaltexth->zelp[381], std::bind(&CBattleInterface::bOptionsf,this), SDLK_o);
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bSurrender = std::make_shared<CButton>(Point( 54, 561), "icm001.def", CGI->generaltexth->zelp[379], std::bind(&CBattleInterface::bSurrenderf,this), SDLK_s);
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bFlee = std::make_shared<CButton>(Point(105, 561), "icm002.def", CGI->generaltexth->zelp[380], std::bind(&CBattleInterface::bFleef,this), SDLK_r);
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bAutofight = std::make_shared<CButton>(Point(157, 561), "icm004.def", CGI->generaltexth->zelp[382], std::bind(&CBattleInterface::bAutofightf,this), SDLK_a);
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bSpell = std::make_shared<CButton>(Point(645, 561), "icm005.def", CGI->generaltexth->zelp[385], std::bind(&CBattleInterface::bSpellf,this), SDLK_c);
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bWait = std::make_shared<CButton>(Point(696, 561), "icm006.def", CGI->generaltexth->zelp[386], std::bind(&CBattleInterface::bWaitf,this), SDLK_w);
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bDefence = std::make_shared<CButton>(Point(747, 561), "icm007.def", CGI->generaltexth->zelp[387], std::bind(&CBattleInterface::bDefencef,this), SDLK_d);
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bDefence->assignedKeys.insert(SDLK_SPACE);
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bConsoleUp = std::make_shared<CButton>(Point(624, 561), "ComSlide.def", std::make_pair("", ""), std::bind(&CBattleInterface::bConsoleUpf,this), SDLK_UP);
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bConsoleDown = std::make_shared<CButton>(Point(624, 580), "ComSlide.def", std::make_pair("", ""), std::bind(&CBattleInterface::bConsoleDownf,this), SDLK_DOWN);
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bConsoleUp->setImageOrder(0, 1, 0, 0);
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bConsoleDown->setImageOrder(2, 3, 2, 2);
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console = std::make_shared<CBattleConsole>();
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console->pos.x += 211;
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console->pos.y += 560;
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console->pos.w = 406;
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console->pos.h = 38;
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if(tacticsMode)
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{
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btactNext = std::make_shared<CButton>(Point(213, 560), "icm011.def", std::make_pair("", ""), [&](){ bTacticNextStack(nullptr);}, SDLK_SPACE);
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btactEnd = std::make_shared<CButton>(Point(419, 560), "icm012.def", std::make_pair("", ""), [&](){ bEndTacticPhase();}, SDLK_RETURN);
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menu = BitmapHandler::loadBitmap("COPLACBR.BMP");
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}
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else
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{
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menu = BitmapHandler::loadBitmap("CBAR.BMP");
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}
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graphics->blueToPlayersAdv(menu, curInt->playerID);
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//loading hero animations
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if(hero1) // attacking hero
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{
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std::string battleImage;
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if(!hero1->type->battleImage.empty())
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{
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battleImage = hero1->type->battleImage;
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}
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else
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{
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if(hero1->sex)
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battleImage = hero1->type->heroClass->imageBattleFemale;
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else
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battleImage = hero1->type->heroClass->imageBattleMale;
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}
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attackingHero = std::make_shared<CBattleHero>(battleImage, false, hero1->tempOwner, hero1->tempOwner == curInt->playerID ? hero1 : nullptr, this);
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auto img = attackingHero->animation->getImage(0, 0, true);
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if(img)
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attackingHero->pos = genRect(img->height(), img->width(), pos.x - 43, pos.y - 19);
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}
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if(hero2) // defending hero
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{
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std::string battleImage;
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if(!hero2->type->battleImage.empty())
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{
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battleImage = hero2->type->battleImage;
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}
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else
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{
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if(hero2->sex)
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battleImage = hero2->type->heroClass->imageBattleFemale;
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else
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battleImage = hero2->type->heroClass->imageBattleMale;
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}
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defendingHero = std::make_shared<CBattleHero>(battleImage, true, hero2->tempOwner, hero2->tempOwner == curInt->playerID ? hero2 : nullptr, this);
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auto img = defendingHero->animation->getImage(0, 0, true);
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if(img)
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defendingHero->pos = genRect(img->height(), img->width(), pos.x + 693, pos.y - 19);
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}
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//preparing cells and hexes
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cellBorder = BitmapHandler::loadBitmap("CCELLGRD.BMP");
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CSDL_Ext::alphaTransform(cellBorder);
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cellShade = BitmapHandler::loadBitmap("CCELLSHD.BMP");
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CSDL_Ext::alphaTransform(cellShade);
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for (int h = 0; h < GameConstants::BFIELD_SIZE; ++h)
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{
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auto hex = std::make_shared<CClickableHex>();
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hex->myNumber = h;
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hex->pos = hexPosition(h);
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hex->accessible = true;
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hex->myInterface = this;
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bfield.push_back(hex);
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}
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//locking occupied positions on batlefield
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for(const CStack * s : stacks) //stacks gained at top of this function
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if(s->initialPosition >= 0) //turrets have position < 0
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bfield[s->getPosition()]->accessible = false;
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//preparing graphic with cell borders
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cellBorders = CSDL_Ext::newSurface(background->w, background->h, cellBorder);
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//copying palette
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for (int g=0; g<cellBorder->format->palette->ncolors; ++g) //we assume that cellBorders->format->palette->ncolors == 256
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{
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cellBorders->format->palette->colors[g] = cellBorder->format->palette->colors[g];
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}
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//palette copied
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for (int i=0; i<GameConstants::BFIELD_HEIGHT; ++i) //rows
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{
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for (int j=0; j<GameConstants::BFIELD_WIDTH-2; ++j) //columns
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{
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int x = 58 + (i%2==0 ? 22 : 0) + 44*j;
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int y = 86 + 42 *i;
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for (int cellX = 0; cellX < cellBorder->w; ++cellX)
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{
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for (int cellY = 0; cellY < cellBorder->h; ++cellY)
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{
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if (y+cellY < cellBorders->h && x+cellX < cellBorders->w)
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* ((Uint8*)cellBorders->pixels + (y+cellY) *cellBorders->pitch + (x+cellX)) |= *((Uint8*)cellBorder->pixels + cellY *cellBorder->pitch + cellX);
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}
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}
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}
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}
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backgroundWithHexes = CSDL_Ext::newSurface(background->w, background->h, screen);
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//preparing obstacle defs
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auto obst = curInt->cb->battleGetAllObstacles();
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for(auto & elem : obst)
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{
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if(elem->obstacleType == CObstacleInstance::USUAL)
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{
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std::string animationName = elem->getInfo().animation;
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auto cached = animationsCache.find(animationName);
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if(cached == animationsCache.end())
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{
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auto animation = std::make_shared<CAnimation>(animationName);
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animationsCache[animationName] = animation;
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obstacleAnimations[elem->uniqueID] = animation;
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animation->preload();
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}
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else
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{
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obstacleAnimations[elem->uniqueID] = cached->second;
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}
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}
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else if (elem->obstacleType == CObstacleInstance::ABSOLUTE_OBSTACLE)
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{
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std::string animationName = elem->getInfo().animation;
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auto cached = animationsCache.find(animationName);
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if(cached == animationsCache.end())
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{
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auto animation = std::make_shared<CAnimation>();
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animation->setCustom(animationName, 0, 0);
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animationsCache[animationName] = animation;
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obstacleAnimations[elem->uniqueID] = animation;
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animation->preload();
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}
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else
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{
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obstacleAnimations[elem->uniqueID] = cached->second;
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}
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}
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}
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for(auto hex : bfield)
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addChild(hex.get());
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if(tacticsMode)
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bTacticNextStack();
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CCS->musich->stopMusic();
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battleIntroSoundChannel = CCS->soundh->playSoundFromSet(CCS->soundh->battleIntroSounds);
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auto onIntroPlayed = [&]()
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{
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if(LOCPLINT->battleInt)
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{
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CCS->musich->playMusicFromSet("battle", true, true);
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battleActionsStarted = true;
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blockUI(settings["session"]["spectate"].Bool());
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battleIntroSoundChannel = -1;
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}
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};
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CCS->soundh->setCallback(battleIntroSoundChannel, onIntroPlayed);
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currentAction = PossiblePlayerBattleAction::INVALID;
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selectedAction = PossiblePlayerBattleAction::INVALID;
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addUsedEvents(RCLICK | MOVE | KEYBOARD);
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queue->update();
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blockUI(true);
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}
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CBattleInterface::~CBattleInterface()
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{
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CPlayerInterface::battleInt = nullptr;
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givenCommand.cond.notify_all(); //that two lines should make any activeStack waiting thread to finish
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if (active) //dirty fix for #485
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{
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deactivate();
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}
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SDL_FreeSurface(background);
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SDL_FreeSurface(menu);
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SDL_FreeSurface(amountNormal);
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SDL_FreeSurface(amountNegative);
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SDL_FreeSurface(amountPositive);
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SDL_FreeSurface(amountEffNeutral);
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SDL_FreeSurface(cellBorders);
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SDL_FreeSurface(backgroundWithHexes);
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SDL_FreeSurface(cellBorder);
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SDL_FreeSurface(cellShade);
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delete siegeH;
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//TODO: play AI tracks if battle was during AI turn
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//if (!curInt->makingTurn)
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//CCS->musich->playMusicFromSet(CCS->musich->aiMusics, -1);
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if (adventureInt && adventureInt->selection)
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{
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const auto & terrain = *(LOCPLINT->cb->getTile(adventureInt->selection->visitablePos())->terType);
|
|
CCS->musich->playMusicFromSet("terrain", terrain.name, true, false);
|
|
}
|
|
animsAreDisplayed.setn(false);
|
|
}
|
|
|
|
void CBattleInterface::setPrintCellBorders(bool set)
|
|
{
|
|
Settings cellBorders = settings.write["battle"]["cellBorders"];
|
|
cellBorders->Bool() = set;
|
|
|
|
redrawBackgroundWithHexes(activeStack);
|
|
GH.totalRedraw();
|
|
}
|
|
|
|
void CBattleInterface::setPrintStackRange(bool set)
|
|
{
|
|
Settings stackRange = settings.write["battle"]["stackRange"];
|
|
stackRange->Bool() = set;
|
|
|
|
redrawBackgroundWithHexes(activeStack);
|
|
GH.totalRedraw();
|
|
}
|
|
|
|
void CBattleInterface::setPrintMouseShadow(bool set)
|
|
{
|
|
Settings shadow = settings.write["battle"]["mouseShadow"];
|
|
shadow->Bool() = set;
|
|
}
|
|
|
|
void CBattleInterface::activate()
|
|
{
|
|
if (curInt->isAutoFightOn)
|
|
{
|
|
bAutofight->activate();
|
|
return;
|
|
}
|
|
|
|
CIntObject::activate();
|
|
bOptions->activate();
|
|
bSurrender->activate();
|
|
bFlee->activate();
|
|
bAutofight->activate();
|
|
bSpell->activate();
|
|
bWait->activate();
|
|
bDefence->activate();
|
|
|
|
if (attackingHero)
|
|
attackingHero->activate();
|
|
if (defendingHero)
|
|
defendingHero->activate();
|
|
|
|
for (auto hex : bfield)
|
|
hex->activate();
|
|
|
|
if (settings["battle"]["showQueue"].Bool())
|
|
queue->activate();
|
|
|
|
if (tacticsMode)
|
|
{
|
|
btactNext->activate();
|
|
btactEnd->activate();
|
|
}
|
|
else
|
|
{
|
|
bConsoleUp->activate();
|
|
bConsoleDown->activate();
|
|
}
|
|
|
|
LOCPLINT->cingconsole->activate();
|
|
}
|
|
|
|
void CBattleInterface::deactivate()
|
|
{
|
|
CIntObject::deactivate();
|
|
|
|
bOptions->deactivate();
|
|
bSurrender->deactivate();
|
|
bFlee->deactivate();
|
|
bAutofight->deactivate();
|
|
bSpell->deactivate();
|
|
bWait->deactivate();
|
|
bDefence->deactivate();
|
|
|
|
for (auto hex : bfield)
|
|
hex->deactivate();
|
|
|
|
if (attackingHero)
|
|
attackingHero->deactivate();
|
|
if (defendingHero)
|
|
defendingHero->deactivate();
|
|
if (settings["battle"]["showQueue"].Bool())
|
|
queue->deactivate();
|
|
|
|
if (tacticsMode)
|
|
{
|
|
btactNext->deactivate();
|
|
btactEnd->deactivate();
|
|
}
|
|
else
|
|
{
|
|
bConsoleUp->deactivate();
|
|
bConsoleDown->deactivate();
|
|
}
|
|
|
|
LOCPLINT->cingconsole->deactivate();
|
|
}
|
|
|
|
void CBattleInterface::keyPressed(const SDL_KeyboardEvent & key)
|
|
{
|
|
if(key.keysym.sym == SDLK_q && key.state == SDL_PRESSED)
|
|
{
|
|
if(settings["battle"]["showQueue"].Bool()) //hide queue
|
|
hideQueue();
|
|
else
|
|
showQueue();
|
|
|
|
}
|
|
else if(key.keysym.sym == SDLK_f && key.state == SDL_PRESSED)
|
|
{
|
|
enterCreatureCastingMode();
|
|
}
|
|
else if(key.keysym.sym == SDLK_ESCAPE)
|
|
{
|
|
if(!battleActionsStarted)
|
|
CCS->soundh->stopSound(battleIntroSoundChannel);
|
|
else
|
|
endCastingSpell();
|
|
}
|
|
}
|
|
void CBattleInterface::mouseMoved(const SDL_MouseMotionEvent &sEvent)
|
|
{
|
|
auto hexItr = std::find_if(bfield.begin(), bfield.end(), [](std::shared_ptr<CClickableHex> hex)
|
|
{
|
|
return hex->hovered && hex->strictHovered;
|
|
});
|
|
|
|
handleHex(hexItr == bfield.end() ? -1 : (*hexItr)->myNumber, MOVE);
|
|
}
|
|
|
|
void CBattleInterface::setBattleCursor(const int myNumber)
|
|
{
|
|
const CClickableHex & hoveredHex = *bfield[myNumber];
|
|
CCursorHandler *cursor = CCS->curh;
|
|
|
|
const double subdividingAngle = 2.0*M_PI/6.0; // Divide a hex into six sectors.
|
|
const double hexMidX = hoveredHex.pos.x + hoveredHex.pos.w/2.0;
|
|
const double hexMidY = hoveredHex.pos.y + hoveredHex.pos.h/2.0;
|
|
const double cursorHexAngle = M_PI - atan2(hexMidY - cursor->ypos, cursor->xpos - hexMidX) + subdividingAngle/2; //TODO: refactor this nightmare
|
|
const double sector = fmod(cursorHexAngle/subdividingAngle, 6.0);
|
|
const int zigzagCorrection = !((myNumber/GameConstants::BFIELD_WIDTH)%2); // Off-by-one correction needed to deal with the odd battlefield rows.
|
|
|
|
std::vector<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%GameConstants::BFIELD_WIDTH <= 1 || !vstd::contains(occupyableHexes, myNumber - 1))
|
|
{
|
|
sectorCursor[0] = -1;
|
|
}
|
|
// Check top left, top right as well as above for 2-hex creatures.
|
|
if (myNumber/GameConstants::BFIELD_WIDTH == 0)
|
|
{
|
|
sectorCursor[1] = -1;
|
|
sectorCursor[2] = -1;
|
|
aboveAttackable = false;
|
|
}
|
|
else
|
|
{
|
|
if (doubleWide)
|
|
{
|
|
bool attackRow[4] = {true, true, true, true};
|
|
|
|
if (myNumber%GameConstants::BFIELD_WIDTH <= 1 || !vstd::contains(occupyableHexes, myNumber - GameConstants::BFIELD_WIDTH - 2 + zigzagCorrection))
|
|
attackRow[0] = false;
|
|
if (!vstd::contains(occupyableHexes, myNumber - GameConstants::BFIELD_WIDTH - 1 + zigzagCorrection))
|
|
attackRow[1] = false;
|
|
if (!vstd::contains(occupyableHexes, myNumber - GameConstants::BFIELD_WIDTH + zigzagCorrection))
|
|
attackRow[2] = false;
|
|
if (myNumber%GameConstants::BFIELD_WIDTH >= GameConstants::BFIELD_WIDTH - 2 || !vstd::contains(occupyableHexes, myNumber - GameConstants::BFIELD_WIDTH + 1 + zigzagCorrection))
|
|
attackRow[3] = false;
|
|
|
|
if (!(attackRow[0] && attackRow[1]))
|
|
sectorCursor[1] = -1;
|
|
if (!(attackRow[1] && attackRow[2]))
|
|
aboveAttackable = false;
|
|
if (!(attackRow[2] && attackRow[3]))
|
|
sectorCursor[2] = -1;
|
|
}
|
|
else
|
|
{
|
|
if (!vstd::contains(occupyableHexes, myNumber - GameConstants::BFIELD_WIDTH - 1 + zigzagCorrection))
|
|
sectorCursor[1] = -1;
|
|
if (!vstd::contains(occupyableHexes, myNumber - GameConstants::BFIELD_WIDTH + zigzagCorrection))
|
|
sectorCursor[2] = -1;
|
|
}
|
|
}
|
|
// Check to the right.
|
|
if (myNumber%GameConstants::BFIELD_WIDTH >= GameConstants::BFIELD_WIDTH - 2 || !vstd::contains(occupyableHexes, myNumber + 1))
|
|
{
|
|
sectorCursor[3] = -1;
|
|
}
|
|
// Check bottom right, bottom left as well as below for 2-hex creatures.
|
|
if (myNumber/GameConstants::BFIELD_WIDTH == GameConstants::BFIELD_HEIGHT - 1)
|
|
{
|
|
sectorCursor[4] = -1;
|
|
sectorCursor[5] = -1;
|
|
belowAttackable = false;
|
|
}
|
|
else
|
|
{
|
|
if (doubleWide)
|
|
{
|
|
bool attackRow[4] = {true, true, true, true};
|
|
|
|
if (myNumber%GameConstants::BFIELD_WIDTH <= 1 || !vstd::contains(occupyableHexes, myNumber + GameConstants::BFIELD_WIDTH - 2 + zigzagCorrection))
|
|
attackRow[0] = false;
|
|
if (!vstd::contains(occupyableHexes, myNumber + GameConstants::BFIELD_WIDTH - 1 + zigzagCorrection))
|
|
attackRow[1] = false;
|
|
if (!vstd::contains(occupyableHexes, myNumber + GameConstants::BFIELD_WIDTH + zigzagCorrection))
|
|
attackRow[2] = false;
|
|
if (myNumber%GameConstants::BFIELD_WIDTH >= GameConstants::BFIELD_WIDTH - 2 || !vstd::contains(occupyableHexes, myNumber + GameConstants::BFIELD_WIDTH + 1 + zigzagCorrection))
|
|
attackRow[3] = false;
|
|
|
|
if (!(attackRow[0] && attackRow[1]))
|
|
sectorCursor[5] = -1;
|
|
if (!(attackRow[1] && attackRow[2]))
|
|
belowAttackable = false;
|
|
if (!(attackRow[2] && attackRow[3]))
|
|
sectorCursor[4] = -1;
|
|
}
|
|
else
|
|
{
|
|
if (!vstd::contains(occupyableHexes, myNumber + GameConstants::BFIELD_WIDTH + zigzagCorrection))
|
|
sectorCursor[4] = -1;
|
|
if (!vstd::contains(occupyableHexes, myNumber + GameConstants::BFIELD_WIDTH - 1 + zigzagCorrection))
|
|
sectorCursor[5] = -1;
|
|
}
|
|
}
|
|
|
|
// Determine index from sector.
|
|
int cursorIndex;
|
|
if (doubleWide)
|
|
{
|
|
sectorCursor.insert(sectorCursor.begin() + 5, belowAttackable ? 13 : -1);
|
|
sectorCursor.insert(sectorCursor.begin() + 2, aboveAttackable ? 14 : -1);
|
|
|
|
if (sector < 1.5)
|
|
cursorIndex = static_cast<int>(sector);
|
|
else if (sector >= 1.5 && sector < 2.5)
|
|
cursorIndex = 2;
|
|
else if (sector >= 2.5 && sector < 4.5)
|
|
cursorIndex = (int) sector + 1;
|
|
else if (sector >= 4.5 && sector < 5.5)
|
|
cursorIndex = 6;
|
|
else
|
|
cursorIndex = (int) sector + 2;
|
|
}
|
|
else
|
|
{
|
|
cursorIndex = static_cast<int>(sector);
|
|
}
|
|
|
|
// Generally should NEVER happen, but to avoid the possibility of having endless loop below... [#1016]
|
|
if (!vstd::contains_if (sectorCursor, [](int sc) { return sc != -1; }))
|
|
{
|
|
logGlobal->error("Error: for hex %d cannot find a hex to attack from!", myNumber);
|
|
attackingHex = -1;
|
|
return;
|
|
}
|
|
|
|
// Find the closest direction attackable, starting with the right one.
|
|
// FIXME: Is this really how the original H3 client does it?
|
|
int i = 0;
|
|
while (sectorCursor[(cursorIndex + i)%sectorCursor.size()] == -1) //Why hast thou forsaken me?
|
|
i = i <= 0 ? 1 - i : -i; // 0, 1, -1, 2, -2, 3, -3 etc..
|
|
int index = (cursorIndex + i)%sectorCursor.size(); //hopefully we get elements from sectorCursor
|
|
cursor->changeGraphic(ECursor::COMBAT, sectorCursor[index]);
|
|
switch (index)
|
|
{
|
|
case 0:
|
|
attackingHex = myNumber - 1; //left
|
|
break;
|
|
case 1:
|
|
attackingHex = myNumber - GameConstants::BFIELD_WIDTH - 1 + zigzagCorrection; //top left
|
|
break;
|
|
case 2:
|
|
attackingHex = myNumber - GameConstants::BFIELD_WIDTH + zigzagCorrection; //top right
|
|
break;
|
|
case 3:
|
|
attackingHex = myNumber + 1; //right
|
|
break;
|
|
case 4:
|
|
attackingHex = myNumber + GameConstants::BFIELD_WIDTH + zigzagCorrection; //bottom right
|
|
break;
|
|
case 5:
|
|
attackingHex = myNumber + GameConstants::BFIELD_WIDTH - 1 + zigzagCorrection; //bottom left
|
|
break;
|
|
}
|
|
BattleHex hex(attackingHex);
|
|
if (!hex.isValid())
|
|
attackingHex = -1;
|
|
}
|
|
|
|
void CBattleInterface::clickRight(tribool down, bool previousState)
|
|
{
|
|
if (!down)
|
|
{
|
|
endCastingSpell();
|
|
}
|
|
}
|
|
|
|
void CBattleInterface::bOptionsf()
|
|
{
|
|
if (spellDestSelectMode) //we are casting a spell
|
|
return;
|
|
|
|
CCS->curh->changeGraphic(ECursor::ADVENTURE,0);
|
|
|
|
Rect tempRect = genRect(431, 481, 160, 84);
|
|
tempRect += pos.topLeft();
|
|
GH.pushIntT<CBattleOptionsWindow>(tempRect, this);
|
|
}
|
|
|
|
void CBattleInterface::bSurrenderf()
|
|
{
|
|
if(spellDestSelectMode) //we are casting a spell
|
|
return;
|
|
|
|
int cost = curInt->cb->battleGetSurrenderCost();
|
|
if(cost >= 0)
|
|
{
|
|
std::string enemyHeroName = curInt->cb->battleGetEnemyHero().name;
|
|
if(enemyHeroName.empty())
|
|
{
|
|
logGlobal->warn("Surrender performed without enemy hero, should not happen!");
|
|
enemyHeroName = "#ENEMY#";
|
|
}
|
|
|
|
std::string surrenderMessage = boost::str(boost::format(CGI->generaltexth->allTexts[32]) % enemyHeroName % cost); //%s states: "I will accept your surrender and grant you and your troops safe passage for the price of %d gold."
|
|
curInt->showYesNoDialog(surrenderMessage, [this](){ reallySurrender(); }, nullptr);
|
|
}
|
|
}
|
|
|
|
void CBattleInterface::bFleef()
|
|
{
|
|
if (spellDestSelectMode) //we are casting a spell
|
|
return;
|
|
|
|
if ( curInt->cb->battleCanFlee() )
|
|
{
|
|
CFunctionList<void()> ony = std::bind(&CBattleInterface::reallyFlee,this);
|
|
curInt->showYesNoDialog(CGI->generaltexth->allTexts[28], ony, nullptr); //Are you sure you want to retreat?
|
|
}
|
|
else
|
|
{
|
|
std::vector<std::shared_ptr<CComponent>> comps;
|
|
std::string heroName;
|
|
//calculating fleeing hero's name
|
|
if (attackingHeroInstance)
|
|
if (attackingHeroInstance->tempOwner == curInt->cb->getMyColor())
|
|
heroName = attackingHeroInstance->name;
|
|
if (defendingHeroInstance)
|
|
if (defendingHeroInstance->tempOwner == curInt->cb->getMyColor())
|
|
heroName = defendingHeroInstance->name;
|
|
//calculating text
|
|
auto txt = boost::format(CGI->generaltexth->allTexts[340]) % heroName; //The Shackles of War are present. %s can not retreat!
|
|
|
|
//printing message
|
|
curInt->showInfoDialog(boost::to_string(txt), comps);
|
|
}
|
|
}
|
|
|
|
void CBattleInterface::reallyFlee()
|
|
{
|
|
giveCommand(EActionType::RETREAT);
|
|
CCS->curh->changeGraphic(ECursor::ADVENTURE, 0);
|
|
}
|
|
|
|
void CBattleInterface::reallySurrender()
|
|
{
|
|
if (curInt->cb->getResourceAmount(Res::GOLD) < curInt->cb->battleGetSurrenderCost())
|
|
{
|
|
curInt->showInfoDialog(CGI->generaltexth->allTexts[29]); //You don't have enough gold!
|
|
}
|
|
else
|
|
{
|
|
giveCommand(EActionType::SURRENDER);
|
|
CCS->curh->changeGraphic(ECursor::ADVENTURE, 0);
|
|
}
|
|
}
|
|
|
|
void CBattleInterface::bAutofightf()
|
|
{
|
|
if(spellDestSelectMode) //we are casting a spell
|
|
return;
|
|
|
|
//Stop auto-fight mode
|
|
if(curInt->isAutoFightOn)
|
|
{
|
|
assert(curInt->autofightingAI);
|
|
curInt->isAutoFightOn = false;
|
|
logGlobal->trace("Stopping the autofight...");
|
|
}
|
|
else if(!curInt->autofightingAI)
|
|
{
|
|
curInt->isAutoFightOn = true;
|
|
blockUI(true);
|
|
|
|
auto ai = CDynLibHandler::getNewBattleAI(settings["server"]["friendlyAI"].String());
|
|
ai->init(curInt->env, curInt->cb);
|
|
ai->battleStart(army1, army2, int3(0,0,0), attackingHeroInstance, defendingHeroInstance, curInt->cb->battleGetMySide());
|
|
curInt->autofightingAI = ai;
|
|
curInt->cb->registerBattleInterface(ai);
|
|
|
|
requestAutofightingAIToTakeAction();
|
|
}
|
|
}
|
|
|
|
void CBattleInterface::bSpellf()
|
|
{
|
|
if (spellDestSelectMode) //we are casting a spell
|
|
return;
|
|
|
|
if (!myTurn)
|
|
return;
|
|
|
|
auto myHero = currentHero();
|
|
if(!myHero)
|
|
return;
|
|
|
|
CCS->curh->changeGraphic(ECursor::ADVENTURE,0);
|
|
|
|
ESpellCastProblem::ESpellCastProblem spellCastProblem = curInt->cb->battleCanCastSpell(myHero, spells::Mode::HERO);
|
|
|
|
if(spellCastProblem == ESpellCastProblem::OK)
|
|
{
|
|
GH.pushIntT<CSpellWindow>(myHero, curInt.get());
|
|
}
|
|
else if (spellCastProblem == ESpellCastProblem::MAGIC_IS_BLOCKED)
|
|
{
|
|
//TODO: move to spell mechanics, add more information to spell cast problem
|
|
//Handle Orb of Inhibition-like effects -> we want to display dialog with info, why casting is impossible
|
|
auto blockingBonus = currentHero()->getBonusLocalFirst(Selector::type()(Bonus::BLOCK_ALL_MAGIC));
|
|
if (!blockingBonus)
|
|
return;
|
|
|
|
if (blockingBonus->source == Bonus::ARTIFACT)
|
|
{
|
|
const auto artID = ArtifactID(blockingBonus->sid);
|
|
//If we have artifact, put name of our hero. Otherwise assume it's the enemy.
|
|
//TODO check who *really* is source of bonus
|
|
std::string heroName = myHero->hasArt(artID) ? myHero->name : enemyHero().name;
|
|
|
|
//%s wields the %s, an ancient artifact which creates a p dead to all magic.
|
|
LOCPLINT->showInfoDialog(boost::str(boost::format(CGI->generaltexth->allTexts[683])
|
|
% heroName % CGI->artifacts()->getByIndex(artID)->getName()));
|
|
}
|
|
}
|
|
}
|
|
|
|
void CBattleInterface::bWaitf()
|
|
{
|
|
if (spellDestSelectMode) //we are casting a spell
|
|
return;
|
|
|
|
if (activeStack != nullptr)
|
|
giveCommand(EActionType::WAIT);
|
|
}
|
|
|
|
void CBattleInterface::bDefencef()
|
|
{
|
|
if (spellDestSelectMode) //we are casting a spell
|
|
return;
|
|
|
|
if (activeStack != nullptr)
|
|
giveCommand(EActionType::DEFEND);
|
|
}
|
|
|
|
void CBattleInterface::bConsoleUpf()
|
|
{
|
|
if (spellDestSelectMode) //we are casting a spell
|
|
return;
|
|
|
|
console->scrollUp();
|
|
}
|
|
|
|
void CBattleInterface::bConsoleDownf()
|
|
{
|
|
if (spellDestSelectMode) //we are casting a spell
|
|
return;
|
|
|
|
console->scrollDown();
|
|
}
|
|
|
|
void CBattleInterface::unitAdded(const CStack * stack)
|
|
{
|
|
creDir[stack->ID] = stack->side == BattleSide::ATTACKER; // must be set before getting stack position
|
|
|
|
Point coords = CClickableHex::getXYUnitAnim(stack->getPosition(), stack, this);
|
|
|
|
if(stack->initialPosition < 0) //turret
|
|
{
|
|
const CCreature *turretCreature = CGI->creh->objects[siegeH->town->town->clientInfo.siegeShooter];
|
|
|
|
creAnims[stack->ID] = AnimationControls::getAnimation(turretCreature);
|
|
|
|
// Turret positions are read out of the config/wall_pos.txt
|
|
int posID = 0;
|
|
switch (stack->initialPosition)
|
|
{
|
|
case -2: // keep creature
|
|
posID = 18;
|
|
break;
|
|
case -3: // bottom creature
|
|
posID = 19;
|
|
break;
|
|
case -4: // upper creature
|
|
posID = 20;
|
|
break;
|
|
}
|
|
|
|
if (posID != 0)
|
|
{
|
|
coords.x = siegeH->town->town->clientInfo.siegePositions[posID].x + this->pos.x;
|
|
coords.y = siegeH->town->town->clientInfo.siegePositions[posID].y + this->pos.y;
|
|
}
|
|
creAnims[stack->ID]->pos.h = 225;
|
|
}
|
|
else
|
|
{
|
|
creAnims[stack->ID] = AnimationControls::getAnimation(stack->getCreature());
|
|
creAnims[stack->ID]->onAnimationReset += std::bind(&onAnimationFinished, stack, creAnims[stack->ID]);
|
|
creAnims[stack->ID]->pos.h = creAnims[stack->ID]->getHeight();
|
|
}
|
|
creAnims[stack->ID]->pos.x = coords.x;
|
|
creAnims[stack->ID]->pos.y = coords.y;
|
|
creAnims[stack->ID]->pos.w = creAnims[stack->ID]->getWidth();
|
|
creAnims[stack->ID]->setType(CCreatureAnim::HOLDING);
|
|
|
|
//loading projectiles for units
|
|
if(stack->isShooter())
|
|
{
|
|
initStackProjectile(stack);
|
|
}
|
|
}
|
|
|
|
void CBattleInterface::initStackProjectile(const CStack * stack)
|
|
{
|
|
const CCreature * creature;//creature whose shots should be loaded
|
|
if(stack->getCreature()->idNumber == CreatureID::ARROW_TOWERS)
|
|
creature = CGI->creh->objects[siegeH->town->town->clientInfo.siegeShooter];
|
|
else
|
|
creature = stack->getCreature();
|
|
|
|
if (creature->animation.projectileRay.empty())
|
|
{
|
|
std::shared_ptr<CAnimation> projectile = std::make_shared<CAnimation>(creature->animation.projectileImageName);
|
|
projectile->preload();
|
|
|
|
if(projectile->size(1) != 0)
|
|
logAnim->error("Expected empty group 1 in stack projectile");
|
|
else
|
|
projectile->createFlippedGroup(0, 1);
|
|
|
|
idToProjectile[stack->getCreature()->idNumber] = projectile;
|
|
}
|
|
else
|
|
{
|
|
idToRay[stack->getCreature()->idNumber] = creature->animation.projectileRay;
|
|
}
|
|
}
|
|
|
|
void CBattleInterface::stackRemoved(uint32_t stackID)
|
|
{
|
|
if (activeStack != nullptr)
|
|
{
|
|
if (activeStack->ID == stackID)
|
|
{
|
|
BattleAction *action = new BattleAction();
|
|
action->side = defendingHeroInstance ? (curInt->playerID == defendingHeroInstance->tempOwner) : false;
|
|
action->actionType = EActionType::CANCEL;
|
|
action->stackNumber = activeStack->ID;
|
|
givenCommand.setn(action);
|
|
setActiveStack(nullptr);
|
|
}
|
|
}
|
|
|
|
//todo: ensure that ghost stack animation has fadeout effect
|
|
|
|
redrawBackgroundWithHexes(activeStack);
|
|
queue->update();
|
|
}
|
|
|
|
void CBattleInterface::stackActivated(const CStack *stack) //TODO: check it all before game state is changed due to abilities
|
|
{
|
|
stackToActivate = stack;
|
|
waitForAnims();
|
|
if (stackToActivate) //during waiting stack may have gotten activated through show
|
|
activateStack();
|
|
}
|
|
|
|
void CBattleInterface::stackMoved(const CStack *stack, std::vector<BattleHex> destHex, int distance)
|
|
{
|
|
addNewAnim(new CMovementAnimation(this, stack, destHex, distance));
|
|
waitForAnims();
|
|
}
|
|
|
|
void CBattleInterface::stacksAreAttacked(std::vector<StackAttackedInfo> attackedInfos)
|
|
{
|
|
for(auto & attackedInfo : attackedInfos)
|
|
{
|
|
//if (!attackedInfo.cloneKilled) //FIXME: play dead animation for cloned creature before it vanishes
|
|
addNewAnim(new CDefenceAnimation(attackedInfo, this));
|
|
|
|
if(attackedInfo.rebirth)
|
|
{
|
|
displayEffect(50, attackedInfo.defender->getPosition()); //TODO: play reverse death animation
|
|
CCS->soundh->playSound(soundBase::RESURECT);
|
|
}
|
|
}
|
|
waitForAnims();
|
|
|
|
std::array<int, 2> killedBySide = {0, 0};
|
|
|
|
int targets = 0;
|
|
for(const StackAttackedInfo & attackedInfo : attackedInfos)
|
|
{
|
|
++targets;
|
|
|
|
ui8 side = attackedInfo.defender->side;
|
|
killedBySide.at(side) += attackedInfo.amountKilled;
|
|
}
|
|
|
|
for(ui8 side = 0; side < 2; side++)
|
|
{
|
|
if(killedBySide.at(side) > killedBySide.at(1-side))
|
|
setHeroAnimation(side, 2);
|
|
else if(killedBySide.at(side) < killedBySide.at(1-side))
|
|
setHeroAnimation(side, 3);
|
|
}
|
|
|
|
for (auto & attackedInfo : attackedInfos)
|
|
{
|
|
if (attackedInfo.rebirth)
|
|
creAnims[attackedInfo.defender->ID]->setType(CCreatureAnim::HOLDING);
|
|
if (attackedInfo.cloneKilled)
|
|
stackRemoved(attackedInfo.defender->ID);
|
|
}
|
|
}
|
|
|
|
void CBattleInterface::stackAttacking( const CStack *attacker, BattleHex dest, const CStack *attacked, bool shooting )
|
|
{
|
|
if (shooting)
|
|
{
|
|
addNewAnim(new CShootingAnimation(this, attacker, dest, attacked));
|
|
}
|
|
else
|
|
{
|
|
addNewAnim(new CMeleeAttackAnimation(this, attacker, dest, attacked));
|
|
}
|
|
//waitForAnims();
|
|
}
|
|
|
|
void CBattleInterface::newRoundFirst( int round )
|
|
{
|
|
waitForAnims();
|
|
}
|
|
|
|
void CBattleInterface::newRound(int number)
|
|
{
|
|
console->addText(CGI->generaltexth->allTexts[412]);
|
|
}
|
|
|
|
void CBattleInterface::giveCommand(EActionType action, BattleHex tile, si32 additional)
|
|
{
|
|
const CStack * actor = nullptr;
|
|
if(action != EActionType::HERO_SPELL && action != EActionType::RETREAT && action != EActionType::SURRENDER)
|
|
{
|
|
actor = activeStack;
|
|
}
|
|
|
|
auto side = curInt->cb->playerToSide(curInt->playerID);
|
|
if(!side)
|
|
{
|
|
logGlobal->error("Player %s is not in battle", curInt->playerID.getStr());
|
|
return;
|
|
}
|
|
|
|
auto ba = new BattleAction(); //is deleted in CPlayerInterface::activeStack()
|
|
ba->side = side.get();
|
|
ba->actionType = action;
|
|
ba->aimToHex(tile);
|
|
ba->actionSubtype = additional;
|
|
|
|
sendCommand(ba, actor);
|
|
}
|
|
|
|
void CBattleInterface::sendCommand(BattleAction *& command, const CStack * actor)
|
|
{
|
|
command->stackNumber = actor ? actor->unitId() : ((command->side == BattleSide::ATTACKER) ? -1 : -2);
|
|
|
|
if(!tacticsMode)
|
|
{
|
|
logGlobal->trace("Setting command for %s", (actor ? actor->nodeName() : "hero"));
|
|
myTurn = false;
|
|
setActiveStack(nullptr);
|
|
givenCommand.setn(command);
|
|
}
|
|
else
|
|
{
|
|
curInt->cb->battleMakeTacticAction(command);
|
|
vstd::clear_pointer(command);
|
|
setActiveStack(nullptr);
|
|
//next stack will be activated when action ends
|
|
}
|
|
}
|
|
|
|
bool CBattleInterface::isTileAttackable(const BattleHex & number) const
|
|
{
|
|
for (auto & elem : occupyableHexes)
|
|
{
|
|
if (BattleHex::mutualPosition(elem, number) != -1 || elem == number)
|
|
return true;
|
|
}
|
|
return false;
|
|
}
|
|
|
|
bool CBattleInterface::isCatapultAttackable(BattleHex hex) const
|
|
{
|
|
if (!siegeH || tacticsMode) return false;
|
|
|
|
auto wallPart = curInt->cb->battleHexToWallPart(hex);
|
|
if (!curInt->cb->isWallPartPotentiallyAttackable(wallPart)) return false;
|
|
|
|
auto state = curInt->cb->battleGetWallState(static_cast<int>(wallPart));
|
|
return state != EWallState::DESTROYED && state != EWallState::NONE;
|
|
}
|
|
|
|
const CGHeroInstance * CBattleInterface::getActiveHero()
|
|
{
|
|
const CStack *attacker = activeStack;
|
|
if(!attacker)
|
|
{
|
|
return nullptr;
|
|
}
|
|
|
|
if(attacker->side == BattleSide::ATTACKER)
|
|
{
|
|
return attackingHeroInstance;
|
|
}
|
|
|
|
return defendingHeroInstance;
|
|
}
|
|
|
|
void CBattleInterface::hexLclicked(int whichOne)
|
|
{
|
|
handleHex(whichOne, LCLICK);
|
|
}
|
|
|
|
void CBattleInterface::stackIsCatapulting(const CatapultAttack & ca)
|
|
{
|
|
if (ca.attacker != -1)
|
|
{
|
|
const CStack *stack = curInt->cb->battleGetStackByID(ca.attacker);
|
|
for (auto attackInfo : ca.attackedParts)
|
|
{
|
|
addNewAnim(new CShootingAnimation(this, stack, attackInfo.destinationTile, nullptr, true, attackInfo.damageDealt));
|
|
}
|
|
}
|
|
else
|
|
{
|
|
//no attacker stack, assume spell-related (earthquake) - only hit animation
|
|
for (auto attackInfo : ca.attackedParts)
|
|
{
|
|
Point destPos = CClickableHex::getXYUnitAnim(attackInfo.destinationTile, nullptr, this) + Point(99, 120);
|
|
|
|
addNewAnim(new CEffectAnimation(this, "SGEXPL.DEF", destPos.x, destPos.y));
|
|
}
|
|
}
|
|
|
|
waitForAnims();
|
|
|
|
for (auto attackInfo : ca.attackedParts)
|
|
{
|
|
int wallId = attackInfo.attackedPart + 2;
|
|
//gate state changing handled separately
|
|
if (wallId == SiegeHelper::GATE)
|
|
continue;
|
|
|
|
SDL_FreeSurface(siegeH->walls[wallId]);
|
|
siegeH->walls[wallId] = BitmapHandler::loadBitmap(
|
|
siegeH->getSiegeName(wallId, curInt->cb->battleGetWallState(attackInfo.attackedPart)));
|
|
}
|
|
}
|
|
|
|
void CBattleInterface::battleFinished(const BattleResult& br)
|
|
{
|
|
bresult = &br;
|
|
{
|
|
auto unlockPim = vstd::makeUnlockGuard(*CPlayerInterface::pim);
|
|
animsAreDisplayed.waitUntil(false);
|
|
}
|
|
setActiveStack(nullptr);
|
|
displayBattleFinished();
|
|
}
|
|
|
|
void CBattleInterface::displayBattleFinished()
|
|
{
|
|
CCS->curh->changeGraphic(ECursor::ADVENTURE,0);
|
|
curInt->waitWhileDialog();
|
|
if(settings["session"]["spectate"].Bool() && settings["session"]["spectate-skip-battle-result"].Bool())
|
|
{
|
|
close();
|
|
return;
|
|
}
|
|
|
|
GH.pushInt(std::make_shared<CBattleResultWindow>(*bresult, *(this->curInt)));
|
|
curInt->waitWhileDialog(); // Avoid freeze when AI end turn after battle. Check bug #1897
|
|
CPlayerInterface::battleInt = nullptr;
|
|
}
|
|
|
|
void CBattleInterface::spellCast(const BattleSpellCast * sc)
|
|
{
|
|
const SpellID spellID = sc->spellID;
|
|
const CSpell * spell = spellID.toSpell();
|
|
|
|
if(!spell)
|
|
return;
|
|
|
|
const std::string & castSoundPath = spell->getCastSound();
|
|
|
|
if (!castSoundPath.empty())
|
|
CCS->soundh->playSound(castSoundPath);
|
|
|
|
const auto casterStackID = sc->casterStack;
|
|
const CStack * casterStack = nullptr;
|
|
if(casterStackID >= 0)
|
|
{
|
|
casterStack = curInt->cb->battleGetStackByID(casterStackID);
|
|
}
|
|
|
|
Point srccoord = (sc->side ? Point(770, 60) : Point(30, 60)) + pos; //hero position by default
|
|
{
|
|
if(casterStack != nullptr)
|
|
{
|
|
srccoord = CClickableHex::getXYUnitAnim(casterStack->getPosition(), casterStack, this);
|
|
srccoord.x += 250;
|
|
srccoord.y += 240;
|
|
}
|
|
}
|
|
|
|
if(casterStack != nullptr && sc->activeCast)
|
|
{
|
|
//todo: custom cast animation for hero
|
|
displaySpellCast(spellID, casterStack->getPosition());
|
|
|
|
addNewAnim(new CCastAnimation(this, casterStack, sc->tile, curInt->cb->battleGetStackByPos(sc->tile)));
|
|
}
|
|
|
|
waitForAnims(); //wait for cast animation
|
|
|
|
//playing projectile animation
|
|
if (sc->tile.isValid())
|
|
{
|
|
Point destcoord = CClickableHex::getXYUnitAnim(sc->tile, curInt->cb->battleGetStackByPos(sc->tile), this); //position attacked by projectile
|
|
destcoord.x += 250; destcoord.y += 240;
|
|
|
|
//animation angle
|
|
double angle = atan2(static_cast<double>(destcoord.x - srccoord.x), static_cast<double>(destcoord.y - srccoord.y));
|
|
bool Vflip = (angle < 0);
|
|
if (Vflip)
|
|
angle = -angle;
|
|
|
|
std::string animToDisplay = spell->animationInfo.selectProjectile(angle);
|
|
|
|
if(!animToDisplay.empty())
|
|
{
|
|
//TODO: calculate inside CEffectAnimation
|
|
std::shared_ptr<CAnimation> tmp = std::make_shared<CAnimation>(animToDisplay);
|
|
tmp->load(0, 0);
|
|
auto first = tmp->getImage(0, 0);
|
|
|
|
//displaying animation
|
|
double diffX = (destcoord.x - srccoord.x)*(destcoord.x - srccoord.x);
|
|
double diffY = (destcoord.y - srccoord.y)*(destcoord.y - srccoord.y);
|
|
double distance = sqrt(diffX + diffY);
|
|
|
|
int steps = static_cast<int>(distance / AnimationControls::getSpellEffectSpeed() + 1);
|
|
int dx = (destcoord.x - srccoord.x - first->width())/steps;
|
|
int dy = (destcoord.y - srccoord.y - first->height())/steps;
|
|
|
|
addNewAnim(new CEffectAnimation(this, animToDisplay, srccoord.x, srccoord.y, dx, dy, Vflip));
|
|
}
|
|
}
|
|
|
|
waitForAnims(); //wait for projectile animation
|
|
|
|
displaySpellHit(spellID, sc->tile);
|
|
|
|
//queuing affect animation
|
|
for(auto & elem : sc->affectedCres)
|
|
{
|
|
auto stack = curInt->cb->battleGetStackByID(elem, false);
|
|
if(stack)
|
|
displaySpellEffect(spellID, stack->getPosition());
|
|
}
|
|
|
|
//queuing additional animation
|
|
for(auto & elem : sc->customEffects)
|
|
{
|
|
auto stack = curInt->cb->battleGetStackByID(elem.stack, false);
|
|
if(stack)
|
|
displayEffect(elem.effect, stack->getPosition());
|
|
}
|
|
|
|
waitForAnims();
|
|
//mana absorption
|
|
if (sc->manaGained > 0)
|
|
{
|
|
Point leftHero = Point(15, 30) + pos;
|
|
Point rightHero = Point(755, 30) + pos;
|
|
addNewAnim(new CEffectAnimation(this, sc->side ? "SP07_A.DEF" : "SP07_B.DEF", leftHero.x, leftHero.y, 0, 0, false));
|
|
addNewAnim(new CEffectAnimation(this, sc->side ? "SP07_B.DEF" : "SP07_A.DEF", rightHero.x, rightHero.y, 0, 0, false));
|
|
}
|
|
}
|
|
|
|
void CBattleInterface::battleStacksEffectsSet(const SetStackEffect & sse)
|
|
{
|
|
if(activeStack != nullptr)
|
|
redrawBackgroundWithHexes(activeStack);
|
|
}
|
|
|
|
void CBattleInterface::setHeroAnimation(ui8 side, int phase)
|
|
{
|
|
if(side == BattleSide::ATTACKER)
|
|
{
|
|
if(attackingHero)
|
|
attackingHero->setPhase(phase);
|
|
}
|
|
else
|
|
{
|
|
if(defendingHero)
|
|
defendingHero->setPhase(phase);
|
|
}
|
|
}
|
|
|
|
void CBattleInterface::castThisSpell(SpellID spellID)
|
|
{
|
|
spellToCast = std::make_shared<BattleAction>();
|
|
spellToCast->actionType = EActionType::HERO_SPELL;
|
|
spellToCast->actionSubtype = spellID; //spell number
|
|
spellToCast->stackNumber = (attackingHeroInstance->tempOwner == curInt->playerID) ? -1 : -2;
|
|
spellToCast->side = defendingHeroInstance ? (curInt->playerID == defendingHeroInstance->tempOwner) : false;
|
|
spellDestSelectMode = true;
|
|
creatureCasting = false;
|
|
|
|
//choosing possible targets
|
|
const CGHeroInstance *castingHero = (attackingHeroInstance->tempOwner == curInt->playerID) ? attackingHeroInstance : defendingHeroInstance;
|
|
assert(castingHero); // code below assumes non-null hero
|
|
sp = spellID.toSpell();
|
|
PossiblePlayerBattleAction spellSelMode = curInt->cb->getCasterAction(sp, castingHero, spells::Mode::HERO);
|
|
|
|
if (spellSelMode == PossiblePlayerBattleAction::NO_LOCATION) //user does not have to select location
|
|
{
|
|
spellToCast->aimToHex(BattleHex::INVALID);
|
|
curInt->cb->battleMakeAction(spellToCast.get());
|
|
endCastingSpell();
|
|
}
|
|
else
|
|
{
|
|
possibleActions.clear();
|
|
possibleActions.push_back (spellSelMode); //only this one action can be performed at the moment
|
|
GH.fakeMouseMove();//update cursor
|
|
}
|
|
}
|
|
|
|
void CBattleInterface::displayBattleLog(const std::vector<MetaString> & battleLog)
|
|
{
|
|
for(const auto & line : battleLog)
|
|
{
|
|
std::string formatted = line.toString();
|
|
boost::algorithm::trim(formatted);
|
|
if(!console->addText(formatted))
|
|
logGlobal->warn("Too long battle log line");
|
|
}
|
|
}
|
|
|
|
void CBattleInterface::displayCustomEffects(const std::vector<CustomEffectInfo> & customEffects)
|
|
{
|
|
for(const CustomEffectInfo & one : customEffects)
|
|
{
|
|
if(one.sound != 0)
|
|
CCS->soundh->playSound(soundBase::soundID(one.sound));
|
|
const CStack * s = curInt->cb->battleGetStackByID(one.stack, false);
|
|
if(s && one.effect != 0)
|
|
displayEffect(one.effect, s->getPosition());
|
|
}
|
|
}
|
|
|
|
void CBattleInterface::displayEffect(ui32 effect, BattleHex destTile)
|
|
{
|
|
std::string customAnim = graphics->battleACToDef[effect][0];
|
|
|
|
addNewAnim(new CEffectAnimation(this, customAnim, destTile));
|
|
}
|
|
|
|
void CBattleInterface::displaySpellAnimationQueue(const CSpell::TAnimationQueue & q, BattleHex destinationTile)
|
|
{
|
|
for(const CSpell::TAnimation & animation : q)
|
|
{
|
|
if(animation.pause > 0)
|
|
addNewAnim(new CDummyAnimation(this, animation.pause));
|
|
else
|
|
addNewAnim(new CEffectAnimation(this, animation.resourceName, destinationTile, false, animation.verticalPosition == VerticalPosition::BOTTOM));
|
|
}
|
|
}
|
|
|
|
void CBattleInterface::displaySpellCast(SpellID spellID, BattleHex destinationTile)
|
|
{
|
|
const CSpell * spell = spellID.toSpell();
|
|
|
|
if(spell)
|
|
displaySpellAnimationQueue(spell->animationInfo.cast, destinationTile);
|
|
}
|
|
|
|
void CBattleInterface::displaySpellEffect(SpellID spellID, BattleHex destinationTile)
|
|
{
|
|
const CSpell *spell = spellID.toSpell();
|
|
|
|
if(spell)
|
|
displaySpellAnimationQueue(spell->animationInfo.affect, destinationTile);
|
|
}
|
|
|
|
void CBattleInterface::displaySpellHit(SpellID spellID, BattleHex destinationTile)
|
|
{
|
|
const CSpell * spell = spellID.toSpell();
|
|
|
|
if(spell)
|
|
displaySpellAnimationQueue(spell->animationInfo.hit, destinationTile);
|
|
}
|
|
|
|
void CBattleInterface::battleTriggerEffect(const BattleTriggerEffect & bte)
|
|
{
|
|
const CStack * stack = curInt->cb->battleGetStackByID(bte.stackID);
|
|
if(!stack)
|
|
{
|
|
logGlobal->error("Invalid stack ID %d", bte.stackID);
|
|
return;
|
|
}
|
|
//don't show animation when no HP is regenerated
|
|
switch(bte.effect)
|
|
{
|
|
//TODO: move to bonus type handler
|
|
case Bonus::HP_REGENERATION:
|
|
displayEffect(74, stack->getPosition());
|
|
CCS->soundh->playSound(soundBase::REGENER);
|
|
break;
|
|
case Bonus::MANA_DRAIN:
|
|
displayEffect(77, stack->getPosition());
|
|
CCS->soundh->playSound(soundBase::MANADRAI);
|
|
break;
|
|
case Bonus::POISON:
|
|
displayEffect(67, stack->getPosition());
|
|
CCS->soundh->playSound(soundBase::POISON);
|
|
break;
|
|
case Bonus::FEAR:
|
|
displayEffect(15, stack->getPosition());
|
|
CCS->soundh->playSound(soundBase::FEAR);
|
|
break;
|
|
case Bonus::MORALE:
|
|
{
|
|
std::string hlp = CGI->generaltexth->allTexts[33];
|
|
boost::algorithm::replace_first(hlp,"%s",(stack->getName()));
|
|
displayEffect(20,stack->getPosition());
|
|
CCS->soundh->playSound(soundBase::GOODMRLE);
|
|
console->addText(hlp);
|
|
break;
|
|
}
|
|
default:
|
|
return;
|
|
}
|
|
//waitForAnims(); //fixme: freezes game :?
|
|
}
|
|
|
|
void CBattleInterface::setAnimSpeed(int set)
|
|
{
|
|
Settings speed = settings.write["battle"]["animationSpeed"];
|
|
speed->Float() = float(set) / 100;
|
|
}
|
|
|
|
int CBattleInterface::getAnimSpeed() const
|
|
{
|
|
if(settings["session"]["spectate"].Bool() && !settings["session"]["spectate-battle-speed"].isNull())
|
|
return static_cast<int>(vstd::round(settings["session"]["spectate-battle-speed"].Float() *100));
|
|
|
|
return static_cast<int>(vstd::round(settings["battle"]["animationSpeed"].Float() *100));
|
|
}
|
|
|
|
CPlayerInterface *CBattleInterface::getCurrentPlayerInterface() const
|
|
{
|
|
return curInt.get();
|
|
}
|
|
|
|
bool CBattleInterface::shouldRotate(const CStack * stack, const BattleHex & oldPos, const BattleHex & nextHex)
|
|
{
|
|
Point begPosition = CClickableHex::getXYUnitAnim(oldPos,stack, this);
|
|
Point endPosition = CClickableHex::getXYUnitAnim(nextHex, stack, this);
|
|
|
|
if((begPosition.x > endPosition.x) && creDir[stack->ID])
|
|
return true;
|
|
else if((begPosition.x < endPosition.x) && !creDir[stack->ID])
|
|
return true;
|
|
|
|
return false;
|
|
}
|
|
|
|
void CBattleInterface::setActiveStack(const CStack *stack)
|
|
{
|
|
if (activeStack) // update UI
|
|
creAnims[activeStack->ID]->setBorderColor(AnimationControls::getNoBorder());
|
|
|
|
activeStack = stack;
|
|
|
|
if (activeStack) // update UI
|
|
creAnims[activeStack->ID]->setBorderColor(AnimationControls::getGoldBorder());
|
|
|
|
blockUI(activeStack == nullptr);
|
|
}
|
|
|
|
void CBattleInterface::setHoveredStack(const CStack *stack)
|
|
{
|
|
if (mouseHoveredStack)
|
|
creAnims[mouseHoveredStack->ID]->setBorderColor(AnimationControls::getNoBorder());
|
|
|
|
// stack must be alive and not active (which uses gold border instead)
|
|
if (stack && stack->alive() && stack != activeStack)
|
|
{
|
|
mouseHoveredStack = stack;
|
|
|
|
if (mouseHoveredStack)
|
|
{
|
|
creAnims[mouseHoveredStack->ID]->setBorderColor(AnimationControls::getBlueBorder());
|
|
if (creAnims[mouseHoveredStack->ID]->framesInGroup(CCreatureAnim::MOUSEON) > 0)
|
|
creAnims[mouseHoveredStack->ID]->playOnce(CCreatureAnim::MOUSEON);
|
|
}
|
|
}
|
|
else
|
|
mouseHoveredStack = nullptr;
|
|
}
|
|
|
|
void CBattleInterface::activateStack()
|
|
{
|
|
if(!battleActionsStarted)
|
|
return; //"show" function should re-call this function
|
|
|
|
myTurn = true;
|
|
if (!!attackerInt && defenderInt) //hotseat -> need to pick which interface "takes over" as active
|
|
curInt = attackerInt->playerID == stackToActivate->owner ? attackerInt : defenderInt;
|
|
|
|
setActiveStack(stackToActivate);
|
|
stackToActivate = nullptr;
|
|
const CStack * s = activeStack;
|
|
if(!s)
|
|
return;
|
|
|
|
queue->update();
|
|
redrawBackgroundWithHexes(activeStack);
|
|
|
|
//set casting flag to true if creature can use it to not check it every time
|
|
const auto spellcaster = s->getBonusLocalFirst(Selector::type()(Bonus::SPELLCASTER)),
|
|
randomSpellcaster = s->getBonusLocalFirst(Selector::type()(Bonus::RANDOM_SPELLCASTER));
|
|
if(s->canCast() && (spellcaster || randomSpellcaster))
|
|
{
|
|
stackCanCastSpell = true;
|
|
if(randomSpellcaster)
|
|
creatureSpellToCast = -1; //spell will be set later on cast
|
|
else
|
|
creatureSpellToCast = curInt->cb->battleGetRandomStackSpell(CRandomGenerator::getDefault(), s, CBattleInfoCallback::RANDOM_AIMED); //faerie dragon can cast only one spell until their next move
|
|
//TODO: what if creature can cast BOTH random genie spell and aimed spell?
|
|
//TODO: faerie dragon type spell should be selected by server
|
|
}
|
|
else
|
|
{
|
|
stackCanCastSpell = false;
|
|
creatureSpellToCast = -1;
|
|
}
|
|
|
|
possibleActions = getPossibleActionsForStack(s);
|
|
|
|
GH.fakeMouseMove();
|
|
}
|
|
|
|
void CBattleInterface::endCastingSpell()
|
|
{
|
|
if(spellDestSelectMode)
|
|
{
|
|
spellToCast.reset();
|
|
|
|
sp = nullptr;
|
|
spellDestSelectMode = false;
|
|
CCS->curh->changeGraphic(ECursor::COMBAT, ECursor::COMBAT_POINTER);
|
|
|
|
if(activeStack)
|
|
{
|
|
possibleActions = getPossibleActionsForStack(activeStack); //restore actions after they were cleared
|
|
myTurn = true;
|
|
}
|
|
}
|
|
else
|
|
{
|
|
if(activeStack)
|
|
{
|
|
possibleActions = getPossibleActionsForStack(activeStack);
|
|
GH.fakeMouseMove();
|
|
}
|
|
}
|
|
}
|
|
|
|
void CBattleInterface::enterCreatureCastingMode()
|
|
{
|
|
//silently check for possible errors
|
|
if (!myTurn)
|
|
return;
|
|
|
|
if (tacticsMode)
|
|
return;
|
|
|
|
//hero is casting a spell
|
|
if (spellDestSelectMode)
|
|
return;
|
|
|
|
if (!activeStack)
|
|
return;
|
|
|
|
if (!stackCanCastSpell)
|
|
return;
|
|
|
|
//random spellcaster
|
|
if (creatureSpellToCast == -1)
|
|
return;
|
|
|
|
if (vstd::contains(possibleActions, PossiblePlayerBattleAction::NO_LOCATION))
|
|
{
|
|
const spells::Caster * caster = activeStack;
|
|
const CSpell * spell = SpellID(creatureSpellToCast).toSpell();
|
|
|
|
spells::Target target;
|
|
target.emplace_back();
|
|
|
|
spells::BattleCast cast(curInt->cb.get(), caster, spells::Mode::CREATURE_ACTIVE, spell);
|
|
|
|
auto m = spell->battleMechanics(&cast);
|
|
spells::detail::ProblemImpl ignored;
|
|
|
|
const bool isCastingPossible = m->canBeCastAt(target, ignored);
|
|
|
|
if (isCastingPossible)
|
|
{
|
|
myTurn = false;
|
|
giveCommand(EActionType::MONSTER_SPELL, BattleHex::INVALID, creatureSpellToCast);
|
|
selectedStack = nullptr;
|
|
|
|
CCS->curh->changeGraphic(ECursor::COMBAT, ECursor::COMBAT_POINTER);
|
|
}
|
|
}
|
|
else
|
|
{
|
|
possibleActions = getPossibleActionsForStack(activeStack);
|
|
|
|
auto actionFilterPredicate = [](const PossiblePlayerBattleAction x)
|
|
{
|
|
return (x != PossiblePlayerBattleAction::ANY_LOCATION) && (x != PossiblePlayerBattleAction::NO_LOCATION) &&
|
|
(x != PossiblePlayerBattleAction::FREE_LOCATION) && (x != PossiblePlayerBattleAction::AIMED_SPELL_CREATURE) &&
|
|
(x != PossiblePlayerBattleAction::OBSTACLE);
|
|
};
|
|
|
|
vstd::erase_if(possibleActions, actionFilterPredicate);
|
|
GH.fakeMouseMove();
|
|
}
|
|
}
|
|
|
|
std::vector<PossiblePlayerBattleAction> CBattleInterface::getPossibleActionsForStack(const CStack *stack)
|
|
{
|
|
BattleClientInterfaceData data; //hard to get rid of these things so for now they're required data to pass
|
|
data.creatureSpellToCast = creatureSpellToCast;
|
|
data.tacticsMode = tacticsMode;
|
|
auto allActions = curInt->cb->getClientActionsForStack(stack, data);
|
|
|
|
return std::vector<PossiblePlayerBattleAction>(allActions);
|
|
}
|
|
|
|
void CBattleInterface::reorderPossibleActionsPriority(const CStack * stack, MouseHoveredHexContext context)
|
|
{
|
|
if(tacticsMode || possibleActions.empty()) return; //this function is not supposed to be called in tactics mode or before getPossibleActionsForStack
|
|
|
|
auto assignPriority = [&](PossiblePlayerBattleAction const & item) -> uint8_t //large lambda assigning priority which would have to be part of possibleActions without it
|
|
{
|
|
switch(item)
|
|
{
|
|
case PossiblePlayerBattleAction::AIMED_SPELL_CREATURE:
|
|
case PossiblePlayerBattleAction::ANY_LOCATION:
|
|
case PossiblePlayerBattleAction::NO_LOCATION:
|
|
case PossiblePlayerBattleAction::FREE_LOCATION:
|
|
case PossiblePlayerBattleAction::OBSTACLE:
|
|
if(!stack->hasBonusOfType(Bonus::NO_SPELLCAST_BY_DEFAULT) && context == MouseHoveredHexContext::OCCUPIED_HEX)
|
|
return 1;
|
|
else
|
|
return 100;//bottom priority
|
|
break;
|
|
case PossiblePlayerBattleAction::RANDOM_GENIE_SPELL:
|
|
return 2; break;
|
|
case PossiblePlayerBattleAction::RISE_DEMONS:
|
|
return 3; break;
|
|
case PossiblePlayerBattleAction::SHOOT:
|
|
return 4; break;
|
|
case PossiblePlayerBattleAction::ATTACK_AND_RETURN:
|
|
return 5; break;
|
|
case PossiblePlayerBattleAction::ATTACK:
|
|
return 6; break;
|
|
case PossiblePlayerBattleAction::WALK_AND_ATTACK:
|
|
return 7; break;
|
|
case PossiblePlayerBattleAction::MOVE_STACK:
|
|
return 8; break;
|
|
case PossiblePlayerBattleAction::CATAPULT:
|
|
return 9; break;
|
|
case PossiblePlayerBattleAction::HEAL:
|
|
return 10; break;
|
|
default:
|
|
return 200; break;
|
|
}
|
|
};
|
|
|
|
auto comparer = [&](PossiblePlayerBattleAction const & lhs, PossiblePlayerBattleAction const & rhs)
|
|
{
|
|
return assignPriority(lhs) > assignPriority(rhs);
|
|
};
|
|
|
|
std::make_heap(possibleActions.begin(), possibleActions.end(), comparer);
|
|
}
|
|
|
|
void CBattleInterface::endAction(const BattleAction* action)
|
|
{
|
|
const CStack *stack = curInt->cb->battleGetStackByID(action->stackNumber);
|
|
|
|
if(action->actionType == EActionType::HERO_SPELL)
|
|
setHeroAnimation(action->side, 0);
|
|
|
|
//check if we should reverse stacks
|
|
//for some strange reason, it's not enough
|
|
TStacks stacks = curInt->cb->battleGetStacks(CBattleCallback::MINE_AND_ENEMY);
|
|
|
|
for (const CStack *s : stacks)
|
|
{
|
|
if (s && creDir[s->ID] != (s->side == BattleSide::ATTACKER) && s->alive()
|
|
&& creAnims[s->ID]->isIdle())
|
|
{
|
|
addNewAnim(new CReverseAnimation(this, s, s->getPosition(), false));
|
|
}
|
|
}
|
|
|
|
queue->update();
|
|
|
|
if (tacticsMode) //stack ended movement in tactics phase -> select the next one
|
|
bTacticNextStack(stack);
|
|
|
|
if(action->actionType == EActionType::HERO_SPELL) //we have activated next stack after sending request that has been just realized -> blockmap due to movement has changed
|
|
redrawBackgroundWithHexes(activeStack);
|
|
|
|
if (activeStack && !animsAreDisplayed.get() && pendingAnims.empty() && !active)
|
|
{
|
|
logGlobal->warn("Something wrong... interface was deactivated but there is no animation. Reactivating...");
|
|
blockUI(false);
|
|
}
|
|
else
|
|
{
|
|
// block UI if no active stack (e.g. enemy turn);
|
|
blockUI(activeStack == nullptr);
|
|
}
|
|
}
|
|
|
|
void CBattleInterface::hideQueue()
|
|
{
|
|
Settings showQueue = settings.write["battle"]["showQueue"];
|
|
showQueue->Bool() = false;
|
|
|
|
queue->deactivate();
|
|
|
|
if (!queue->embedded)
|
|
{
|
|
moveBy(Point(0, -queue->pos.h / 2));
|
|
GH.totalRedraw();
|
|
}
|
|
}
|
|
|
|
void CBattleInterface::showQueue()
|
|
{
|
|
Settings showQueue = settings.write["battle"]["showQueue"];
|
|
showQueue->Bool() = true;
|
|
|
|
queue->activate();
|
|
|
|
if (!queue->embedded)
|
|
{
|
|
moveBy(Point(0, +queue->pos.h / 2));
|
|
GH.totalRedraw();
|
|
}
|
|
}
|
|
|
|
void CBattleInterface::blockUI(bool on)
|
|
{
|
|
bool canCastSpells = false;
|
|
auto hero = curInt->cb->battleGetMyHero();
|
|
|
|
if(hero)
|
|
{
|
|
ESpellCastProblem::ESpellCastProblem spellcastingProblem = curInt->cb->battleCanCastSpell(hero, spells::Mode::HERO);
|
|
|
|
//if magic is blocked, we leave button active, so the message can be displayed after button click
|
|
canCastSpells = spellcastingProblem == ESpellCastProblem::OK || spellcastingProblem == ESpellCastProblem::MAGIC_IS_BLOCKED;
|
|
}
|
|
|
|
bool canWait = activeStack ? !activeStack->waitedThisTurn : false;
|
|
|
|
bOptions->block(on);
|
|
bFlee->block(on || !curInt->cb->battleCanFlee());
|
|
bSurrender->block(on || curInt->cb->battleGetSurrenderCost() < 0);
|
|
|
|
// block only if during enemy turn and auto-fight is off
|
|
// otherwise - crash on accessing non-exisiting active stack
|
|
bAutofight->block(!curInt->isAutoFightOn && !activeStack);
|
|
|
|
if (tacticsMode && btactEnd && btactNext)
|
|
{
|
|
btactNext->block(on);
|
|
btactEnd->block(on);
|
|
}
|
|
else
|
|
{
|
|
bConsoleUp->block(on);
|
|
bConsoleDown->block(on);
|
|
}
|
|
|
|
|
|
bSpell->block(on || tacticsMode || !canCastSpells);
|
|
bWait->block(on || tacticsMode || !canWait);
|
|
bDefence->block(on || tacticsMode);
|
|
}
|
|
|
|
void CBattleInterface::startAction(const BattleAction* action)
|
|
{
|
|
//setActiveStack(nullptr);
|
|
setHoveredStack(nullptr);
|
|
blockUI(true);
|
|
|
|
if(action->actionType == EActionType::END_TACTIC_PHASE)
|
|
{
|
|
SDL_FreeSurface(menu);
|
|
menu = BitmapHandler::loadBitmap("CBAR.bmp");
|
|
|
|
graphics->blueToPlayersAdv(menu, curInt->playerID);
|
|
return;
|
|
}
|
|
|
|
const CStack *stack = curInt->cb->battleGetStackByID(action->stackNumber);
|
|
|
|
if (stack)
|
|
{
|
|
queue->update();
|
|
}
|
|
else
|
|
{
|
|
assert(action->actionType == EActionType::HERO_SPELL); //only cast spell is valid action without acting stack number
|
|
}
|
|
|
|
auto actionTarget = action->getTarget(curInt->cb.get());
|
|
|
|
if(action->actionType == EActionType::WALK
|
|
|| (action->actionType == EActionType::WALK_AND_ATTACK && actionTarget.at(0).hexValue != stack->getPosition()))
|
|
{
|
|
assert(stack);
|
|
moveStarted = true;
|
|
if (creAnims[action->stackNumber]->framesInGroup(CCreatureAnim::MOVE_START))
|
|
{
|
|
pendingAnims.push_back(std::make_pair(new CMovementStartAnimation(this, stack), false));
|
|
}
|
|
|
|
if(shouldRotate(stack, stack->getPosition(), actionTarget.at(0).hexValue))
|
|
pendingAnims.push_back(std::make_pair(new CReverseAnimation(this, stack, stack->getPosition(), true), false));
|
|
}
|
|
|
|
redraw(); // redraw after deactivation, including proper handling of hovered hexes
|
|
|
|
if(action->actionType == EActionType::HERO_SPELL) //when hero casts spell
|
|
{
|
|
setHeroAnimation(action->side, 4);
|
|
return;
|
|
}
|
|
|
|
if (!stack)
|
|
{
|
|
logGlobal->error("Something wrong with stackNumber in actionStarted. Stack number: %d", action->stackNumber);
|
|
return;
|
|
}
|
|
|
|
int txtid = 0;
|
|
switch(action->actionType)
|
|
{
|
|
case EActionType::WAIT:
|
|
txtid = 136;
|
|
break;
|
|
case EActionType::BAD_MORALE:
|
|
txtid = -34; //negative -> no separate singular/plural form
|
|
displayEffect(30, stack->getPosition());
|
|
CCS->soundh->playSound(soundBase::BADMRLE);
|
|
break;
|
|
}
|
|
|
|
if(txtid != 0)
|
|
console->addText(stack->formatGeneralMessage(txtid));
|
|
|
|
//displaying special abilities
|
|
switch(action->actionType)
|
|
{
|
|
case EActionType::STACK_HEAL:
|
|
displayEffect(74, actionTarget.at(0).hexValue);
|
|
CCS->soundh->playSound(soundBase::REGENER);
|
|
break;
|
|
}
|
|
}
|
|
|
|
void CBattleInterface::waitForAnims()
|
|
{
|
|
auto unlockPim = vstd::makeUnlockGuard(*CPlayerInterface::pim);
|
|
animsAreDisplayed.waitWhileTrue();
|
|
}
|
|
|
|
void CBattleInterface::bEndTacticPhase()
|
|
{
|
|
setActiveStack(nullptr);
|
|
blockUI(true);
|
|
tacticsMode = false;
|
|
}
|
|
|
|
static bool immobile(const CStack *s)
|
|
{
|
|
return !s->Speed(0, true); //should bound stacks be immobile?
|
|
}
|
|
|
|
void CBattleInterface::bTacticNextStack(const CStack * current)
|
|
{
|
|
if (!current)
|
|
current = activeStack;
|
|
|
|
//no switching stacks when the current one is moving
|
|
waitForAnims();
|
|
|
|
TStacks stacksOfMine = tacticianInterface->cb->battleGetStacks(CBattleCallback::ONLY_MINE);
|
|
vstd::erase_if (stacksOfMine, &immobile);
|
|
if (stacksOfMine.empty())
|
|
{
|
|
bEndTacticPhase();
|
|
return;
|
|
}
|
|
|
|
auto it = vstd::find(stacksOfMine, current);
|
|
if (it != stacksOfMine.end() && ++it != stacksOfMine.end())
|
|
stackActivated(*it);
|
|
else
|
|
stackActivated(stacksOfMine.front());
|
|
|
|
}
|
|
|
|
std::string formatDmgRange(std::pair<ui32, ui32> dmgRange)
|
|
{
|
|
if (dmgRange.first != dmgRange.second)
|
|
return (boost::format("%d - %d") % dmgRange.first % dmgRange.second).str();
|
|
else
|
|
return (boost::format("%d") % dmgRange.first).str();
|
|
}
|
|
|
|
bool CBattleInterface::canStackMoveHere(const CStack * activeStack, BattleHex myNumber)
|
|
{
|
|
std::vector<BattleHex> acc = curInt->cb->battleGetAvailableHexes(activeStack);
|
|
BattleHex shiftedDest = myNumber.cloneInDirection(activeStack->destShiftDir(), false);
|
|
|
|
if (vstd::contains(acc, myNumber))
|
|
return true;
|
|
else if (activeStack->doubleWide() && vstd::contains(acc, shiftedDest))
|
|
return true;
|
|
else
|
|
return false;
|
|
}
|
|
|
|
void CBattleInterface::handleHex(BattleHex myNumber, int eventType)
|
|
{
|
|
if (!myTurn || !battleActionsStarted) //we are not permit to do anything
|
|
return;
|
|
|
|
// This function handles mouse move over hexes and l-clicking on them.
|
|
// First we decide what happens if player clicks on this hex and set appropriately
|
|
// consoleMsg, cursorFrame/Type and prepare lambda realizeAction.
|
|
//
|
|
// Then, depending whether it was hover/click we either call the action or set tooltip/cursor.
|
|
|
|
//used when hovering -> tooltip message and cursor to be set
|
|
std::string consoleMsg;
|
|
bool setCursor = true; //if we want to suppress setting cursor
|
|
ECursor::ECursorTypes cursorType = ECursor::COMBAT;
|
|
int cursorFrame = ECursor::COMBAT_POINTER; //TODO: is this line used?
|
|
|
|
//used when l-clicking -> action to be called upon the click
|
|
std::function<void()> realizeAction;
|
|
|
|
//Get stack on the hex - first try to grab the alive one, if not found -> allow dead stacks.
|
|
const CStack * shere = curInt->cb->battleGetStackByPos(myNumber, true);
|
|
if(!shere)
|
|
shere = curInt->cb->battleGetStackByPos(myNumber, false);
|
|
|
|
if(!activeStack)
|
|
return;
|
|
|
|
bool ourStack = false;
|
|
if (shere)
|
|
ourStack = shere->owner == curInt->playerID;
|
|
|
|
//stack changed, update selection border
|
|
if (shere != mouseHoveredStack)
|
|
{
|
|
setHoveredStack(shere);
|
|
}
|
|
|
|
localActions.clear();
|
|
illegalActions.clear();
|
|
|
|
reorderPossibleActionsPriority(activeStack, shere ? MouseHoveredHexContext::OCCUPIED_HEX : MouseHoveredHexContext::UNOCCUPIED_HEX);
|
|
const bool forcedAction = possibleActions.size() == 1;
|
|
|
|
for (PossiblePlayerBattleAction action : possibleActions)
|
|
{
|
|
bool legalAction = false; //this action is legal and can be performed
|
|
bool notLegal = false; //this action is not legal and should display message
|
|
|
|
switch (action)
|
|
{
|
|
case PossiblePlayerBattleAction::CHOOSE_TACTICS_STACK:
|
|
if (shere && ourStack)
|
|
legalAction = true;
|
|
break;
|
|
case PossiblePlayerBattleAction::MOVE_TACTICS:
|
|
case PossiblePlayerBattleAction::MOVE_STACK:
|
|
{
|
|
if (!(shere && shere->alive())) //we can walk on dead stacks
|
|
{
|
|
if(canStackMoveHere(activeStack, myNumber))
|
|
legalAction = true;
|
|
}
|
|
break;
|
|
}
|
|
case PossiblePlayerBattleAction::ATTACK:
|
|
case PossiblePlayerBattleAction::WALK_AND_ATTACK:
|
|
case PossiblePlayerBattleAction::ATTACK_AND_RETURN:
|
|
{
|
|
if(curInt->cb->battleCanAttack(activeStack, shere, myNumber))
|
|
{
|
|
if (isTileAttackable(myNumber)) // move isTileAttackable to be part of battleCanAttack?
|
|
{
|
|
setBattleCursor(myNumber); // temporary - needed for following function :(
|
|
BattleHex attackFromHex = fromWhichHexAttack(myNumber);
|
|
|
|
if (attackFromHex >= 0) //we can be in this line when unreachable creature is L - clicked (as of revision 1308)
|
|
legalAction = true;
|
|
}
|
|
}
|
|
}
|
|
break;
|
|
case PossiblePlayerBattleAction::SHOOT:
|
|
if(curInt->cb->battleCanShoot(activeStack, myNumber))
|
|
legalAction = true;
|
|
break;
|
|
case PossiblePlayerBattleAction::ANY_LOCATION:
|
|
if (myNumber > -1) //TODO: this should be checked for all actions
|
|
{
|
|
if(isCastingPossibleHere(activeStack, shere, myNumber))
|
|
legalAction = true;
|
|
}
|
|
break;
|
|
case PossiblePlayerBattleAction::AIMED_SPELL_CREATURE:
|
|
if(shere && isCastingPossibleHere(activeStack, shere, myNumber))
|
|
legalAction = true;
|
|
break;
|
|
case PossiblePlayerBattleAction::RANDOM_GENIE_SPELL:
|
|
{
|
|
if(shere && ourStack && shere != activeStack && shere->alive()) //only positive spells for other allied creatures
|
|
{
|
|
int spellID = curInt->cb->battleGetRandomStackSpell(CRandomGenerator::getDefault(), shere, CBattleInfoCallback::RANDOM_GENIE);
|
|
if(spellID > -1)
|
|
{
|
|
legalAction = true;
|
|
}
|
|
}
|
|
}
|
|
break;
|
|
case PossiblePlayerBattleAction::OBSTACLE:
|
|
if(isCastingPossibleHere(activeStack, shere, myNumber))
|
|
legalAction = true;
|
|
break;
|
|
case PossiblePlayerBattleAction::TELEPORT:
|
|
{
|
|
//todo: move to mechanics
|
|
ui8 skill = 0;
|
|
if (creatureCasting)
|
|
skill = activeStack->getEffectLevel(SpellID(SpellID::TELEPORT).toSpell());
|
|
else
|
|
skill = getActiveHero()->getEffectLevel(SpellID(SpellID::TELEPORT).toSpell());
|
|
//TODO: explicitely save power, skill
|
|
if (curInt->cb->battleCanTeleportTo(selectedStack, myNumber, skill))
|
|
legalAction = true;
|
|
else
|
|
notLegal = true;
|
|
}
|
|
break;
|
|
case PossiblePlayerBattleAction::SACRIFICE: //choose our living stack to sacrifice
|
|
if (shere && shere != selectedStack && ourStack && shere->alive())
|
|
legalAction = true;
|
|
else
|
|
notLegal = true;
|
|
break;
|
|
case PossiblePlayerBattleAction::FREE_LOCATION:
|
|
legalAction = true;
|
|
if(!isCastingPossibleHere(activeStack, shere, myNumber))
|
|
{
|
|
legalAction = false;
|
|
notLegal = true;
|
|
}
|
|
break;
|
|
case PossiblePlayerBattleAction::CATAPULT:
|
|
if (isCatapultAttackable(myNumber))
|
|
legalAction = true;
|
|
break;
|
|
case PossiblePlayerBattleAction::HEAL:
|
|
if (shere && ourStack && shere->canBeHealed())
|
|
legalAction = true;
|
|
break;
|
|
case PossiblePlayerBattleAction::RISE_DEMONS:
|
|
if (shere && ourStack && !shere->alive())
|
|
{
|
|
if (!(shere->hasBonusOfType(Bonus::UNDEAD)
|
|
|| shere->hasBonusOfType(Bonus::NON_LIVING)
|
|
|| shere->hasBonusOfType(Bonus::GARGOYLE)
|
|
|| shere->summoned
|
|
|| shere->isClone()
|
|
|| shere->hasBonusOfType(Bonus::SIEGE_WEAPON)
|
|
))
|
|
legalAction = true;
|
|
}
|
|
break;
|
|
}
|
|
if (legalAction)
|
|
localActions.push_back (action);
|
|
else if (notLegal || forcedAction)
|
|
illegalActions.push_back (action);
|
|
}
|
|
illegalAction = PossiblePlayerBattleAction::INVALID; //clear it in first place
|
|
|
|
if (vstd::contains(localActions, selectedAction)) //try to use last selected action by default
|
|
currentAction = selectedAction;
|
|
else if (localActions.size()) //if not possible, select first available action (they are sorted by suggested priority)
|
|
currentAction = localActions.front();
|
|
else //no legal action possible
|
|
{
|
|
currentAction = PossiblePlayerBattleAction::INVALID; //don't allow to do anything
|
|
|
|
if (vstd::contains(illegalActions, selectedAction))
|
|
illegalAction = selectedAction;
|
|
else if (illegalActions.size())
|
|
illegalAction = illegalActions.front();
|
|
else if (shere && ourStack && shere->alive()) //last possibility - display info about our creature
|
|
{
|
|
currentAction = PossiblePlayerBattleAction::CREATURE_INFO;
|
|
}
|
|
else
|
|
illegalAction = PossiblePlayerBattleAction::INVALID; //we should never be here
|
|
}
|
|
|
|
bool isCastingPossible = false;
|
|
bool secondaryTarget = false;
|
|
|
|
if (currentAction > PossiblePlayerBattleAction::INVALID)
|
|
{
|
|
switch (currentAction) //display console message, realize selected action
|
|
{
|
|
case PossiblePlayerBattleAction::CHOOSE_TACTICS_STACK:
|
|
consoleMsg = (boost::format(CGI->generaltexth->allTexts[481]) % shere->getName()).str(); //Select %s
|
|
realizeAction = [=](){ stackActivated(shere); };
|
|
break;
|
|
case PossiblePlayerBattleAction::MOVE_TACTICS:
|
|
case PossiblePlayerBattleAction::MOVE_STACK:
|
|
if (activeStack->hasBonusOfType(Bonus::FLYING))
|
|
{
|
|
cursorFrame = ECursor::COMBAT_FLY;
|
|
consoleMsg = (boost::format(CGI->generaltexth->allTexts[295]) % activeStack->getName()).str(); //Fly %s here
|
|
}
|
|
else
|
|
{
|
|
cursorFrame = ECursor::COMBAT_MOVE;
|
|
consoleMsg = (boost::format(CGI->generaltexth->allTexts[294]) % activeStack->getName()).str(); //Move %s here
|
|
}
|
|
|
|
realizeAction = [=]()
|
|
{
|
|
if(activeStack->doubleWide())
|
|
{
|
|
std::vector<BattleHex> acc = curInt->cb->battleGetAvailableHexes(activeStack);
|
|
BattleHex shiftedDest = myNumber.cloneInDirection(activeStack->destShiftDir(), false);
|
|
if(vstd::contains(acc, myNumber))
|
|
giveCommand(EActionType::WALK, myNumber);
|
|
else if(vstd::contains(acc, shiftedDest))
|
|
giveCommand(EActionType::WALK, shiftedDest);
|
|
}
|
|
else
|
|
{
|
|
giveCommand(EActionType::WALK, myNumber);
|
|
}
|
|
};
|
|
break;
|
|
case PossiblePlayerBattleAction::ATTACK:
|
|
case PossiblePlayerBattleAction::WALK_AND_ATTACK:
|
|
case PossiblePlayerBattleAction::ATTACK_AND_RETURN: //TODO: allow to disable return
|
|
{
|
|
setBattleCursor(myNumber); //handle direction of cursor and attackable tile
|
|
setCursor = false; //don't overwrite settings from the call above //TODO: what does it mean?
|
|
|
|
bool returnAfterAttack = currentAction == PossiblePlayerBattleAction::ATTACK_AND_RETURN;
|
|
|
|
realizeAction = [=]()
|
|
{
|
|
BattleHex attackFromHex = fromWhichHexAttack(myNumber);
|
|
if(attackFromHex.isValid()) //we can be in this line when unreachable creature is L - clicked (as of revision 1308)
|
|
{
|
|
auto command = new BattleAction(BattleAction::makeMeleeAttack(activeStack, myNumber, attackFromHex, returnAfterAttack));
|
|
sendCommand(command, activeStack);
|
|
}
|
|
};
|
|
|
|
TDmgRange damage = curInt->cb->battleEstimateDamage(activeStack, shere);
|
|
std::string estDmgText = formatDmgRange(std::make_pair((ui32)damage.first, (ui32)damage.second)); //calculating estimated dmg
|
|
consoleMsg = (boost::format(CGI->generaltexth->allTexts[36]) % shere->getName() % estDmgText).str(); //Attack %s (%s damage)
|
|
}
|
|
break;
|
|
case PossiblePlayerBattleAction::SHOOT:
|
|
{
|
|
if (curInt->cb->battleHasShootingPenalty(activeStack, myNumber))
|
|
cursorFrame = ECursor::COMBAT_SHOOT_PENALTY;
|
|
else
|
|
cursorFrame = ECursor::COMBAT_SHOOT;
|
|
|
|
realizeAction = [=](){giveCommand(EActionType::SHOOT, myNumber);};
|
|
TDmgRange damage = curInt->cb->battleEstimateDamage(activeStack, shere);
|
|
std::string estDmgText = formatDmgRange(std::make_pair((ui32)damage.first, (ui32)damage.second)); //calculating estimated dmg
|
|
//printing - Shoot %s (%d shots left, %s damage)
|
|
consoleMsg = (boost::format(CGI->generaltexth->allTexts[296]) % shere->getName() % activeStack->shots.available() % estDmgText).str();
|
|
}
|
|
break;
|
|
case PossiblePlayerBattleAction::AIMED_SPELL_CREATURE:
|
|
sp = CGI->spellh->objects[creatureCasting ? creatureSpellToCast : spellToCast->actionSubtype]; //necessary if creature has random Genie spell at same time
|
|
consoleMsg = boost::str(boost::format(CGI->generaltexth->allTexts[27]) % sp->name % shere->getName()); //Cast %s on %s
|
|
switch (sp->id)
|
|
{
|
|
case SpellID::SACRIFICE:
|
|
case SpellID::TELEPORT:
|
|
selectedStack = shere; //remember first target
|
|
secondaryTarget = true;
|
|
break;
|
|
}
|
|
isCastingPossible = true;
|
|
break;
|
|
case PossiblePlayerBattleAction::ANY_LOCATION:
|
|
sp = CGI->spellh->objects[creatureCasting ? creatureSpellToCast : spellToCast->actionSubtype]; //necessary if creature has random Genie spell at same time
|
|
consoleMsg = boost::str(boost::format(CGI->generaltexth->allTexts[26]) % sp->name); //Cast %s
|
|
isCastingPossible = true;
|
|
break;
|
|
case PossiblePlayerBattleAction::RANDOM_GENIE_SPELL: //we assume that teleport / sacrifice will never be available as random spell
|
|
sp = nullptr;
|
|
consoleMsg = boost::str(boost::format(CGI->generaltexth->allTexts[301]) % shere->getName()); //Cast a spell on %
|
|
creatureCasting = true;
|
|
isCastingPossible = true;
|
|
break;
|
|
case PossiblePlayerBattleAction::TELEPORT:
|
|
consoleMsg = CGI->generaltexth->allTexts[25]; //Teleport Here
|
|
cursorFrame = ECursor::COMBAT_TELEPORT;
|
|
isCastingPossible = true;
|
|
break;
|
|
case PossiblePlayerBattleAction::OBSTACLE:
|
|
consoleMsg = CGI->generaltexth->allTexts[550];
|
|
//TODO: remove obstacle cursor
|
|
isCastingPossible = true;
|
|
break;
|
|
case PossiblePlayerBattleAction::SACRIFICE:
|
|
consoleMsg = (boost::format(CGI->generaltexth->allTexts[549]) % shere->getName()).str(); //sacrifice the %s
|
|
cursorFrame = ECursor::COMBAT_SACRIFICE;
|
|
isCastingPossible = true;
|
|
break;
|
|
case PossiblePlayerBattleAction::FREE_LOCATION:
|
|
consoleMsg = boost::str(boost::format(CGI->generaltexth->allTexts[26]) % sp->name); //Cast %s
|
|
isCastingPossible = true;
|
|
break;
|
|
case PossiblePlayerBattleAction::HEAL:
|
|
cursorFrame = ECursor::COMBAT_HEAL;
|
|
consoleMsg = (boost::format(CGI->generaltexth->allTexts[419]) % shere->getName()).str(); //Apply first aid to the %s
|
|
realizeAction = [=](){ giveCommand(EActionType::STACK_HEAL, myNumber); }; //command healing
|
|
break;
|
|
case PossiblePlayerBattleAction::RISE_DEMONS:
|
|
cursorType = ECursor::SPELLBOOK;
|
|
realizeAction = [=]()
|
|
{
|
|
giveCommand(EActionType::DAEMON_SUMMONING, myNumber);
|
|
};
|
|
break;
|
|
case PossiblePlayerBattleAction::CATAPULT:
|
|
cursorFrame = ECursor::COMBAT_SHOOT_CATAPULT;
|
|
realizeAction = [=](){ giveCommand(EActionType::CATAPULT, myNumber); };
|
|
break;
|
|
case PossiblePlayerBattleAction::CREATURE_INFO:
|
|
{
|
|
cursorFrame = ECursor::COMBAT_QUERY;
|
|
consoleMsg = (boost::format(CGI->generaltexth->allTexts[297]) % shere->getName()).str();
|
|
realizeAction = [=](){ GH.pushIntT<CStackWindow>(shere, false); };
|
|
break;
|
|
}
|
|
}
|
|
}
|
|
else //no possible valid action, display message
|
|
{
|
|
switch (illegalAction)
|
|
{
|
|
case PossiblePlayerBattleAction::AIMED_SPELL_CREATURE:
|
|
case PossiblePlayerBattleAction::RANDOM_GENIE_SPELL:
|
|
cursorFrame = ECursor::COMBAT_BLOCKED;
|
|
consoleMsg = CGI->generaltexth->allTexts[23];
|
|
break;
|
|
case PossiblePlayerBattleAction::TELEPORT:
|
|
cursorFrame = ECursor::COMBAT_BLOCKED;
|
|
consoleMsg = CGI->generaltexth->allTexts[24]; //Invalid Teleport Destination
|
|
break;
|
|
case PossiblePlayerBattleAction::SACRIFICE:
|
|
consoleMsg = CGI->generaltexth->allTexts[543]; //choose army to sacrifice
|
|
break;
|
|
case PossiblePlayerBattleAction::FREE_LOCATION:
|
|
cursorFrame = ECursor::COMBAT_BLOCKED;
|
|
consoleMsg = boost::str(boost::format(CGI->generaltexth->allTexts[181]) % sp->name); //No room to place %s here
|
|
break;
|
|
default:
|
|
if (myNumber == -1)
|
|
CCS->curh->changeGraphic(ECursor::COMBAT, ECursor::COMBAT_POINTER); //set neutral cursor over menu etc.
|
|
else
|
|
cursorFrame = ECursor::COMBAT_BLOCKED;
|
|
break;
|
|
}
|
|
}
|
|
|
|
if (isCastingPossible) //common part
|
|
{
|
|
switch (currentAction) //don't use that with teleport / sacrifice
|
|
{
|
|
case PossiblePlayerBattleAction::TELEPORT: //FIXME: more generic solution?
|
|
case PossiblePlayerBattleAction::SACRIFICE:
|
|
break;
|
|
default:
|
|
cursorType = ECursor::SPELLBOOK;
|
|
cursorFrame = 0;
|
|
if (consoleMsg.empty() && sp)
|
|
consoleMsg = boost::str(boost::format(CGI->generaltexth->allTexts[26]) % sp->name); //Cast %s
|
|
break;
|
|
}
|
|
|
|
realizeAction = [=]()
|
|
{
|
|
if(secondaryTarget) //select that target now
|
|
{
|
|
|
|
possibleActions.clear();
|
|
switch (sp->id.toEnum())
|
|
{
|
|
case SpellID::TELEPORT: //don't cast spell yet, only select target
|
|
spellToCast->aimToUnit(shere);
|
|
possibleActions.push_back(PossiblePlayerBattleAction::TELEPORT);
|
|
break;
|
|
case SpellID::SACRIFICE:
|
|
spellToCast->aimToHex(myNumber);
|
|
possibleActions.push_back(PossiblePlayerBattleAction::SACRIFICE);
|
|
break;
|
|
}
|
|
}
|
|
else
|
|
{
|
|
if (creatureCasting)
|
|
{
|
|
if (sp)
|
|
{
|
|
giveCommand(EActionType::MONSTER_SPELL, myNumber, creatureSpellToCast);
|
|
}
|
|
else //unknown random spell
|
|
{
|
|
giveCommand(EActionType::MONSTER_SPELL, myNumber);
|
|
}
|
|
}
|
|
else
|
|
{
|
|
assert(sp);
|
|
switch (sp->id.toEnum())
|
|
{
|
|
case SpellID::SACRIFICE:
|
|
spellToCast->aimToUnit(shere);//victim
|
|
break;
|
|
default:
|
|
spellToCast->aimToHex(myNumber);
|
|
break;
|
|
}
|
|
curInt->cb->battleMakeAction(spellToCast.get());
|
|
endCastingSpell();
|
|
}
|
|
selectedStack = nullptr;
|
|
}
|
|
};
|
|
}
|
|
|
|
{
|
|
if (eventType == MOVE)
|
|
{
|
|
if (setCursor)
|
|
CCS->curh->changeGraphic(cursorType, cursorFrame);
|
|
this->console->alterText(consoleMsg);
|
|
this->console->whoSetAlter = 0;
|
|
}
|
|
if (eventType == LCLICK && realizeAction)
|
|
{
|
|
//opening creature window shouldn't affect myTurn...
|
|
if ((currentAction != PossiblePlayerBattleAction::CREATURE_INFO) && !secondaryTarget)
|
|
{
|
|
myTurn = false; //tends to crash with empty calls
|
|
}
|
|
realizeAction();
|
|
if (!secondaryTarget) //do not replace teleport or sacrifice cursor
|
|
CCS->curh->changeGraphic(ECursor::COMBAT, ECursor::COMBAT_POINTER);
|
|
this->console->alterText("");
|
|
}
|
|
}
|
|
}
|
|
|
|
bool CBattleInterface::isCastingPossibleHere(const CStack *sactive, const CStack *shere, BattleHex myNumber)
|
|
{
|
|
creatureCasting = stackCanCastSpell && !spellDestSelectMode; //TODO: allow creatures to cast aimed spells
|
|
|
|
bool isCastingPossible = true;
|
|
|
|
int spellID = -1;
|
|
if (creatureCasting)
|
|
{
|
|
if (creatureSpellToCast > -1 && (shere != sactive)) //can't cast on itself
|
|
spellID = creatureSpellToCast; //TODO: merge with SpellTocast?
|
|
}
|
|
else //hero casting
|
|
{
|
|
spellID = spellToCast->actionSubtype;
|
|
}
|
|
|
|
|
|
sp = nullptr;
|
|
if (spellID >= 0)
|
|
sp = CGI->spellh->objects[spellID];
|
|
|
|
if (sp)
|
|
{
|
|
const spells::Caster *caster = creatureCasting ? static_cast<const spells::Caster *>(sactive) : static_cast<const spells::Caster *>(curInt->cb->battleGetMyHero());
|
|
if (caster == nullptr)
|
|
{
|
|
isCastingPossible = false;//just in case
|
|
}
|
|
else
|
|
{
|
|
const spells::Mode mode = creatureCasting ? spells::Mode::CREATURE_ACTIVE : spells::Mode::HERO;
|
|
|
|
spells::Target target;
|
|
target.emplace_back(myNumber);
|
|
|
|
spells::BattleCast cast(curInt->cb.get(), caster, mode, sp);
|
|
|
|
auto m = sp->battleMechanics(&cast);
|
|
spells::detail::ProblemImpl problem; //todo: display problem in status bar
|
|
|
|
isCastingPossible = m->canBeCastAt(target, problem);
|
|
}
|
|
}
|
|
else
|
|
isCastingPossible = false;
|
|
if (!myNumber.isAvailable() && !shere) //empty tile outside battlefield (or in the unavailable border column)
|
|
isCastingPossible = false;
|
|
|
|
return isCastingPossible;
|
|
}
|
|
|
|
BattleHex CBattleInterface::fromWhichHexAttack(BattleHex myNumber)
|
|
{
|
|
//TODO far too much repeating code
|
|
BattleHex destHex;
|
|
switch(CCS->curh->frame)
|
|
{
|
|
case 12: //from bottom right
|
|
{
|
|
bool doubleWide = activeStack->doubleWide();
|
|
destHex = myNumber + ( (myNumber/GameConstants::BFIELD_WIDTH)%2 ? GameConstants::BFIELD_WIDTH : GameConstants::BFIELD_WIDTH+1 ) +
|
|
(activeStack->side == BattleSide::ATTACKER && doubleWide ? 1 : 0);
|
|
if(vstd::contains(occupyableHexes, destHex))
|
|
return destHex;
|
|
else if(activeStack->side == BattleSide::ATTACKER)
|
|
{
|
|
if (vstd::contains(occupyableHexes, destHex+1))
|
|
return destHex+1;
|
|
}
|
|
else //if we are defender
|
|
{
|
|
if(vstd::contains(occupyableHexes, destHex-1))
|
|
return destHex-1;
|
|
}
|
|
break;
|
|
}
|
|
case 7: //from bottom left
|
|
{
|
|
destHex = myNumber + ( (myNumber/GameConstants::BFIELD_WIDTH)%2 ? GameConstants::BFIELD_WIDTH-1 : GameConstants::BFIELD_WIDTH );
|
|
if (vstd::contains(occupyableHexes, destHex))
|
|
return destHex;
|
|
else if(activeStack->side == BattleSide::ATTACKER)
|
|
{
|
|
if(vstd::contains(occupyableHexes, destHex+1))
|
|
return destHex+1;
|
|
}
|
|
else //we are defender
|
|
{
|
|
if(vstd::contains(occupyableHexes, destHex-1))
|
|
return destHex-1;
|
|
}
|
|
break;
|
|
}
|
|
case 8: //from left
|
|
{
|
|
if(activeStack->doubleWide() && activeStack->side == BattleSide::DEFENDER)
|
|
{
|
|
std::vector<BattleHex> acc = curInt->cb->battleGetAvailableHexes(activeStack);
|
|
if (vstd::contains(acc, myNumber))
|
|
return myNumber - 1;
|
|
else
|
|
return myNumber - 2;
|
|
}
|
|
else
|
|
{
|
|
return myNumber - 1;
|
|
}
|
|
break;
|
|
}
|
|
case 9: //from top left
|
|
{
|
|
destHex = myNumber - ((myNumber/GameConstants::BFIELD_WIDTH) % 2 ? GameConstants::BFIELD_WIDTH + 1 : GameConstants::BFIELD_WIDTH);
|
|
if(vstd::contains(occupyableHexes, destHex))
|
|
return destHex;
|
|
else if(activeStack->side == BattleSide::ATTACKER)
|
|
{
|
|
if(vstd::contains(occupyableHexes, destHex+1))
|
|
return destHex+1;
|
|
}
|
|
else //if we are defender
|
|
{
|
|
if(vstd::contains(occupyableHexes, destHex-1))
|
|
return destHex-1;
|
|
}
|
|
break;
|
|
}
|
|
case 10: //from top right
|
|
{
|
|
bool doubleWide = activeStack->doubleWide();
|
|
destHex = myNumber - ( (myNumber/GameConstants::BFIELD_WIDTH)%2 ? GameConstants::BFIELD_WIDTH : GameConstants::BFIELD_WIDTH-1 ) +
|
|
(activeStack->side == BattleSide::ATTACKER && doubleWide ? 1 : 0);
|
|
if(vstd::contains(occupyableHexes, destHex))
|
|
return destHex;
|
|
else if(activeStack->side == BattleSide::ATTACKER)
|
|
{
|
|
if(vstd::contains(occupyableHexes, destHex+1))
|
|
return destHex+1;
|
|
}
|
|
else //if we are defender
|
|
{
|
|
if(vstd::contains(occupyableHexes, destHex-1))
|
|
return destHex-1;
|
|
}
|
|
break;
|
|
}
|
|
case 11: //from right
|
|
{
|
|
if(activeStack->doubleWide() && activeStack->side == BattleSide::ATTACKER)
|
|
{
|
|
std::vector<BattleHex> acc = curInt->cb->battleGetAvailableHexes(activeStack);
|
|
if(vstd::contains(acc, myNumber))
|
|
return myNumber + 1;
|
|
else
|
|
return myNumber + 2;
|
|
}
|
|
else
|
|
{
|
|
return myNumber + 1;
|
|
}
|
|
break;
|
|
}
|
|
case 13: //from bottom
|
|
{
|
|
destHex = myNumber + ( (myNumber/GameConstants::BFIELD_WIDTH)%2 ? GameConstants::BFIELD_WIDTH : GameConstants::BFIELD_WIDTH+1 );
|
|
if(vstd::contains(occupyableHexes, destHex))
|
|
return destHex;
|
|
else if(activeStack->side == BattleSide::ATTACKER)
|
|
{
|
|
if(vstd::contains(occupyableHexes, destHex+1))
|
|
return destHex+1;
|
|
}
|
|
else //if we are defender
|
|
{
|
|
if(vstd::contains(occupyableHexes, destHex-1))
|
|
return destHex-1;
|
|
}
|
|
break;
|
|
}
|
|
case 14: //from top
|
|
{
|
|
destHex = myNumber - ( (myNumber/GameConstants::BFIELD_WIDTH)%2 ? GameConstants::BFIELD_WIDTH : GameConstants::BFIELD_WIDTH-1 );
|
|
if (vstd::contains(occupyableHexes, destHex))
|
|
return destHex;
|
|
else if(activeStack->side == BattleSide::ATTACKER)
|
|
{
|
|
if(vstd::contains(occupyableHexes, destHex+1))
|
|
return destHex+1;
|
|
}
|
|
else //if we are defender
|
|
{
|
|
if(vstd::contains(occupyableHexes, destHex-1))
|
|
return destHex-1;
|
|
}
|
|
break;
|
|
}
|
|
}
|
|
return -1;
|
|
}
|
|
|
|
Rect CBattleInterface::hexPosition(BattleHex hex) const
|
|
{
|
|
int x = 14 + ((hex.getY())%2==0 ? 22 : 0) + 44*hex.getX() + pos.x;
|
|
int y = 86 + 42 *hex.getY() + pos.y;
|
|
int w = cellShade->w;
|
|
int h = cellShade->h;
|
|
return Rect(x, y, w, h);
|
|
}
|
|
|
|
void CBattleInterface::obstaclePlaced(const CObstacleInstance & oi)
|
|
{
|
|
//so when multiple obstacles are added, they show up one after another
|
|
waitForAnims();
|
|
|
|
//soundBase::soundID sound; // FIXME(v.markovtsev): soundh->playSound() is commented in the end => warning
|
|
|
|
std::string defname;
|
|
|
|
switch(oi.obstacleType)
|
|
{
|
|
case CObstacleInstance::SPELL_CREATED:
|
|
{
|
|
auto &spellObstacle = dynamic_cast<const SpellCreatedObstacle&>(oi);
|
|
defname = spellObstacle.appearAnimation;
|
|
//TODO: sound
|
|
//soundBase::QUIKSAND
|
|
//soundBase::LANDMINE
|
|
//soundBase::FORCEFLD
|
|
//soundBase::fireWall
|
|
}
|
|
break;
|
|
default:
|
|
logGlobal->error("I don't know how to animate appearing obstacle of type %d", (int)oi.obstacleType);
|
|
return;
|
|
}
|
|
|
|
auto animation = std::make_shared<CAnimation>(defname);
|
|
animation->preload();
|
|
|
|
auto first = animation->getImage(0, 0);
|
|
if(!first)
|
|
return;
|
|
|
|
//we assume here that effect graphics have the same size as the usual obstacle image
|
|
// -> if we know how to blit obstacle, let's blit the effect in the same place
|
|
Point whereTo = getObstaclePosition(first, oi);
|
|
addNewAnim(new CEffectAnimation(this, animation, whereTo.x, whereTo.y));
|
|
|
|
//TODO we need to wait after playing sound till it's finished, otherwise it overlaps and sounds really bad
|
|
//CCS->soundh->playSound(sound);
|
|
}
|
|
|
|
void CBattleInterface::gateStateChanged(const EGateState state)
|
|
{
|
|
auto oldState = curInt->cb->battleGetGateState();
|
|
bool playSound = false;
|
|
int stateId = EWallState::NONE;
|
|
switch(state)
|
|
{
|
|
case EGateState::CLOSED:
|
|
if (oldState != EGateState::BLOCKED)
|
|
playSound = true;
|
|
break;
|
|
case EGateState::BLOCKED:
|
|
if (oldState != EGateState::CLOSED)
|
|
playSound = true;
|
|
break;
|
|
case EGateState::OPENED:
|
|
playSound = true;
|
|
stateId = EWallState::DAMAGED;
|
|
break;
|
|
case EGateState::DESTROYED:
|
|
stateId = EWallState::DESTROYED;
|
|
break;
|
|
}
|
|
|
|
if (oldState != EGateState::NONE && oldState != EGateState::CLOSED && oldState != EGateState::BLOCKED)
|
|
SDL_FreeSurface(siegeH->walls[SiegeHelper::GATE]);
|
|
|
|
if (stateId != EWallState::NONE)
|
|
siegeH->walls[SiegeHelper::GATE] = BitmapHandler::loadBitmap(siegeH->getSiegeName(SiegeHelper::GATE, stateId));
|
|
if (playSound)
|
|
CCS->soundh->playSound(soundBase::DRAWBRG);
|
|
}
|
|
|
|
const CGHeroInstance *CBattleInterface::currentHero() const
|
|
{
|
|
if (attackingHeroInstance->tempOwner == curInt->playerID)
|
|
return attackingHeroInstance;
|
|
else
|
|
return defendingHeroInstance;
|
|
}
|
|
|
|
InfoAboutHero CBattleInterface::enemyHero() const
|
|
{
|
|
InfoAboutHero ret;
|
|
if (attackingHeroInstance->tempOwner == curInt->playerID)
|
|
curInt->cb->getHeroInfo(defendingHeroInstance, ret);
|
|
else
|
|
curInt->cb->getHeroInfo(attackingHeroInstance, ret);
|
|
|
|
return ret;
|
|
}
|
|
|
|
void CBattleInterface::requestAutofightingAIToTakeAction()
|
|
{
|
|
assert(curInt->isAutoFightOn);
|
|
|
|
boost::thread aiThread([&]()
|
|
{
|
|
auto ba = make_unique<BattleAction>(curInt->autofightingAI->activeStack(activeStack));
|
|
|
|
if(curInt->cb->battleIsFinished())
|
|
{
|
|
return; // battle finished with spellcast
|
|
}
|
|
|
|
if (curInt->isAutoFightOn)
|
|
{
|
|
if (tacticsMode)
|
|
{
|
|
// Always end tactics mode. Player interface is blocked currently, so it's not possible that
|
|
// the AI can take any action except end tactics phase (AI actions won't be triggered)
|
|
//TODO implement the possibility that the AI will be triggered for further actions
|
|
//TODO any solution to merge tactics phase & normal phase in the way it is handled by the player and battle interface?
|
|
setActiveStack(nullptr);
|
|
blockUI(true);
|
|
tacticsMode = false;
|
|
}
|
|
else
|
|
{
|
|
givenCommand.setn(ba.release());
|
|
}
|
|
}
|
|
else
|
|
{
|
|
boost::unique_lock<boost::recursive_mutex> un(*CPlayerInterface::pim);
|
|
activateStack();
|
|
}
|
|
});
|
|
|
|
aiThread.detach();
|
|
}
|
|
|
|
CBattleInterface::SiegeHelper::SiegeHelper(const CGTownInstance *siegeTown, const CBattleInterface *_owner)
|
|
: owner(_owner), town(siegeTown)
|
|
{
|
|
for (int g = 0; g < ARRAY_COUNT(walls); ++g)
|
|
{
|
|
if (g != SiegeHelper::GATE)
|
|
walls[g] = BitmapHandler::loadBitmap(getSiegeName(g));
|
|
}
|
|
}
|
|
|
|
CBattleInterface::SiegeHelper::~SiegeHelper()
|
|
{
|
|
auto gateState = owner->curInt->cb->battleGetGateState();
|
|
for (int g = 0; g < ARRAY_COUNT(walls); ++g)
|
|
{
|
|
if (g != SiegeHelper::GATE || (gateState != EGateState::NONE && gateState != EGateState::CLOSED && gateState != EGateState::BLOCKED))
|
|
SDL_FreeSurface(walls[g]);
|
|
}
|
|
}
|
|
|
|
std::string CBattleInterface::SiegeHelper::getSiegeName(ui16 what) const
|
|
{
|
|
return getSiegeName(what, EWallState::INTACT);
|
|
}
|
|
|
|
std::string CBattleInterface::SiegeHelper::getSiegeName(ui16 what, int state) const
|
|
{
|
|
auto getImageIndex = [&]() -> int
|
|
{
|
|
switch (state)
|
|
{
|
|
case EWallState::INTACT : return 1;
|
|
case EWallState::DAMAGED :
|
|
if(what == 2 || what == 3 || what == 8) // towers don't have separate image here - INTACT and DAMAGED is 1, DESTROYED is 2
|
|
return 1;
|
|
else
|
|
return 2;
|
|
case EWallState::DESTROYED :
|
|
if (what == 2 || what == 3 || what == 8)
|
|
return 2;
|
|
else
|
|
return 3;
|
|
}
|
|
return 1;
|
|
};
|
|
|
|
const std::string & prefix = town->town->clientInfo.siegePrefix;
|
|
std::string addit = boost::lexical_cast<std::string>(getImageIndex());
|
|
|
|
switch(what)
|
|
{
|
|
case SiegeHelper::BACKGROUND:
|
|
return prefix + "BACK.BMP";
|
|
case SiegeHelper::BACKGROUND_WALL:
|
|
{
|
|
switch(town->town->faction->index)
|
|
{
|
|
case ETownType::RAMPART:
|
|
case ETownType::NECROPOLIS:
|
|
case ETownType::DUNGEON:
|
|
case ETownType::STRONGHOLD:
|
|
return prefix + "TPW1.BMP";
|
|
default:
|
|
return prefix + "TPWL.BMP";
|
|
}
|
|
}
|
|
case SiegeHelper::KEEP:
|
|
return prefix + "MAN" + addit + ".BMP";
|
|
case SiegeHelper::BOTTOM_TOWER:
|
|
return prefix + "TW1" + addit + ".BMP";
|
|
case SiegeHelper::BOTTOM_WALL:
|
|
return prefix + "WA1" + addit + ".BMP";
|
|
case SiegeHelper::WALL_BELLOW_GATE:
|
|
return prefix + "WA3" + addit + ".BMP";
|
|
case SiegeHelper::WALL_OVER_GATE:
|
|
return prefix + "WA4" + addit + ".BMP";
|
|
case SiegeHelper::UPPER_WALL:
|
|
return prefix + "WA6" + addit + ".BMP";
|
|
case SiegeHelper::UPPER_TOWER:
|
|
return prefix + "TW2" + addit + ".BMP";
|
|
case SiegeHelper::GATE:
|
|
return prefix + "DRW" + addit + ".BMP";
|
|
case SiegeHelper::GATE_ARCH:
|
|
return prefix + "ARCH.BMP";
|
|
case SiegeHelper::BOTTOM_STATIC_WALL:
|
|
return prefix + "WA2.BMP";
|
|
case SiegeHelper::UPPER_STATIC_WALL:
|
|
return prefix + "WA5.BMP";
|
|
case SiegeHelper::MOAT:
|
|
return prefix + "MOAT.BMP";
|
|
case SiegeHelper::BACKGROUND_MOAT:
|
|
return prefix + "MLIP.BMP";
|
|
case SiegeHelper::KEEP_BATTLEMENT:
|
|
return prefix + "MANC.BMP";
|
|
case SiegeHelper::BOTTOM_BATTLEMENT:
|
|
return prefix + "TW1C.BMP";
|
|
case SiegeHelper::UPPER_BATTLEMENT:
|
|
return prefix + "TW2C.BMP";
|
|
default:
|
|
return "";
|
|
}
|
|
}
|
|
|
|
void CBattleInterface::SiegeHelper::printPartOfWall(SDL_Surface *to, int what)
|
|
{
|
|
Point pos = Point(-1, -1);
|
|
auto & ci = town->town->clientInfo;
|
|
|
|
if (vstd::iswithin(what, 1, 17))
|
|
{
|
|
pos.x = ci.siegePositions[what].x + owner->pos.x;
|
|
pos.y = ci.siegePositions[what].y + owner->pos.y;
|
|
}
|
|
|
|
if (town->town->faction->index == ETownType::TOWER
|
|
&& (what == SiegeHelper::MOAT || what == SiegeHelper::BACKGROUND_MOAT))
|
|
return; // no moat in Tower. TODO: remove hardcode somehow?
|
|
|
|
if (pos.x != -1)
|
|
{
|
|
//gate have no displayed bitmap when drawbridge is raised
|
|
if (what == SiegeHelper::GATE)
|
|
{
|
|
auto gateState = owner->curInt->cb->battleGetGateState();
|
|
if (gateState != EGateState::OPENED && gateState != EGateState::DESTROYED)
|
|
return;
|
|
}
|
|
|
|
blitAt(walls[what], pos.x, pos.y, to);
|
|
}
|
|
}
|
|
|
|
CatapultProjectileInfo::CatapultProjectileInfo(Point from, Point dest)
|
|
{
|
|
facA = 0.005; // seems to be constant
|
|
|
|
// system of 2 linear equations, solutions of which are missing coefficients
|
|
// for quadratic equation a*x*x + b*x + c
|
|
double eq[2][3] = {
|
|
{ static_cast<double>(from.x), 1.0, from.y - facA*from.x*from.x },
|
|
{ static_cast<double>(dest.x), 1.0, dest.y - facA*dest.x*dest.x }
|
|
};
|
|
|
|
// solve system via determinants
|
|
double det = eq[0][0] *eq[1][1] - eq[1][0] *eq[0][1];
|
|
double detB = eq[0][2] *eq[1][1] - eq[1][2] *eq[0][1];
|
|
double detC = eq[0][0] *eq[1][2] - eq[1][0] *eq[0][2];
|
|
|
|
facB = detB / det;
|
|
facC = detC / det;
|
|
|
|
// make sure that parabola is correct e.g. passes through from and dest
|
|
assert(fabs(calculateY(from.x) - from.y) < 1.0);
|
|
assert(fabs(calculateY(dest.x) - dest.y) < 1.0);
|
|
}
|
|
|
|
double CatapultProjectileInfo::calculateY(double x)
|
|
{
|
|
return facA *pow(x, 2.0) + facB *x + facC;
|
|
}
|
|
|
|
void CBattleInterface::showAll(SDL_Surface *to)
|
|
{
|
|
show(to);
|
|
}
|
|
|
|
void CBattleInterface::show(SDL_Surface *to)
|
|
{
|
|
assert(to);
|
|
|
|
SDL_Rect buf;
|
|
SDL_GetClipRect(to, &buf);
|
|
SDL_SetClipRect(to, &pos);
|
|
|
|
++animCount;
|
|
|
|
showBackground(to);
|
|
showBattlefieldObjects(to);
|
|
showProjectiles(to);
|
|
|
|
if(battleActionsStarted)
|
|
updateBattleAnimations();
|
|
|
|
SDL_SetClipRect(to, &buf); //restoring previous clip_rect
|
|
|
|
showInterface(to);
|
|
|
|
//activation of next stack
|
|
if (pendingAnims.empty() && stackToActivate != nullptr && battleActionsStarted) //FIXME: watch for recursive infinite loop here when working with this file, this needs rework anyway...
|
|
{
|
|
activateStack();
|
|
|
|
//we may have changed active interface (another side in hot-seat),
|
|
// so we can't continue drawing with old setting.
|
|
show(to);
|
|
}
|
|
}
|
|
|
|
void CBattleInterface::showBackground(SDL_Surface *to)
|
|
{
|
|
if (activeStack != nullptr && creAnims[activeStack->ID]->isIdle()) //show everything with range
|
|
{
|
|
// FIXME: any *real* reason to keep this separate? Speed difference can't be that big
|
|
blitAt(backgroundWithHexes, pos.x, pos.y, to);
|
|
}
|
|
else
|
|
{
|
|
showBackgroundImage(to);
|
|
showAbsoluteObstacles(to);
|
|
}
|
|
showHighlightedHexes(to);
|
|
}
|
|
|
|
void CBattleInterface::showBackgroundImage(SDL_Surface *to)
|
|
{
|
|
blitAt(background, pos.x, pos.y, to);
|
|
if (settings["battle"]["cellBorders"].Bool())
|
|
{
|
|
CSDL_Ext::blit8bppAlphaTo24bpp(cellBorders, nullptr, to, &pos);
|
|
}
|
|
}
|
|
|
|
void CBattleInterface::showAbsoluteObstacles(SDL_Surface * to)
|
|
{
|
|
//Blit absolute obstacles
|
|
for(auto & oi : curInt->cb->battleGetAllObstacles())
|
|
{
|
|
if(oi->obstacleType == CObstacleInstance::ABSOLUTE_OBSTACLE)
|
|
{
|
|
auto img = getObstacleImage(*oi);
|
|
if(img)
|
|
img->draw(to, pos.x + oi->getInfo().width, pos.y + oi->getInfo().height);
|
|
}
|
|
}
|
|
|
|
|
|
if (siegeH && siegeH->town->hasBuilt(BuildingID::CITADEL))
|
|
siegeH->printPartOfWall(to, SiegeHelper::BACKGROUND_MOAT);
|
|
}
|
|
|
|
void CBattleInterface::showHighlightedHexes(SDL_Surface *to)
|
|
{
|
|
bool delayedBlit = false; //workaround for blitting enemy stack hex without mouse shadow with stack range on
|
|
if(activeStack && settings["battle"]["stackRange"].Bool())
|
|
{
|
|
std::set<BattleHex> set = curInt->cb->battleGetAttackedHexes(activeStack, currentlyHoveredHex, attackingHex);
|
|
for(BattleHex hex : set)
|
|
if(hex != currentlyHoveredHex)
|
|
showHighlightedHex(to, hex);
|
|
|
|
// display the movement shadow of the stack at b (i.e. stack under mouse)
|
|
const CStack * const shere = curInt->cb->battleGetStackByPos(currentlyHoveredHex, false);
|
|
if(shere && shere != activeStack && shere->alive())
|
|
{
|
|
std::vector<BattleHex> v = curInt->cb->battleGetAvailableHexes(shere, true, nullptr);
|
|
for(BattleHex hex : v)
|
|
{
|
|
if(hex != currentlyHoveredHex)
|
|
showHighlightedHex(to, hex);
|
|
else if(!settings["battle"]["mouseShadow"].Bool())
|
|
delayedBlit = true; //blit at the end of method to avoid graphic artifacts
|
|
else
|
|
showHighlightedHex(to, hex, true); //blit now and blit 2nd time later for darker shadow - avoids graphic artifacts
|
|
}
|
|
}
|
|
}
|
|
|
|
for(int b=0; b<GameConstants::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;
|
|
}
|
|
if(settings["battle"]["mouseShadow"].Bool() || delayedBlit)
|
|
{
|
|
const spells::Caster *caster = nullptr;
|
|
const CSpell *spell = nullptr;
|
|
|
|
spells::Mode mode = spells::Mode::HERO;
|
|
|
|
if(spellToCast)//hero casts spell
|
|
{
|
|
spell = SpellID(spellToCast->actionSubtype).toSpell();
|
|
caster = getActiveHero();
|
|
}
|
|
else if(creatureSpellToCast >= 0 && stackCanCastSpell && creatureCasting)//stack casts spell
|
|
{
|
|
spell = SpellID(creatureSpellToCast).toSpell();
|
|
caster = activeStack;
|
|
mode = spells::Mode::CREATURE_ACTIVE;
|
|
}
|
|
|
|
if(caster && spell) //when casting spell
|
|
{
|
|
// printing shaded hex(es)
|
|
spells::BattleCast event(curInt->cb.get(), caster, mode, spell);
|
|
auto shaded = spell->battleMechanics(&event)->rangeInHexes(currentlyHoveredHex);
|
|
|
|
for(BattleHex shadedHex : shaded)
|
|
{
|
|
if((shadedHex.getX() != 0) && (shadedHex.getX() != GameConstants::BFIELD_WIDTH - 1))
|
|
showHighlightedHex(to, shadedHex, true);
|
|
}
|
|
}
|
|
else if(active || delayedBlit) //always highlight pointed hex, keep this condition last in this method for correct behavior
|
|
{
|
|
if(currentlyHoveredHex.getX() != 0
|
|
&& currentlyHoveredHex.getX() != GameConstants::BFIELD_WIDTH - 1)
|
|
showHighlightedHex(to, currentlyHoveredHex, true); //keep true for OH3 behavior: hovered hex frame "thinner"
|
|
}
|
|
}
|
|
}
|
|
}
|
|
}
|
|
|
|
void CBattleInterface::showHighlightedHex(SDL_Surface *to, BattleHex hex, bool darkBorder)
|
|
{
|
|
int x = 14 + (hex.getY() % 2 == 0 ? 22 : 0) + 44 *(hex.getX()) + pos.x;
|
|
int y = 86 + 42 *hex.getY() + pos.y;
|
|
SDL_Rect temp_rect = genRect (cellShade->h, cellShade->w, x, y);
|
|
CSDL_Ext::blit8bppAlphaTo24bpp (cellShade, nullptr, to, &temp_rect);
|
|
if(!darkBorder && settings["battle"]["cellBorders"].Bool())
|
|
CSDL_Ext::blit8bppAlphaTo24bpp(cellBorder, nullptr, to, &temp_rect); //redraw border to make it light green instead of shaded
|
|
}
|
|
|
|
void CBattleInterface::showProjectiles(SDL_Surface *to)
|
|
{
|
|
assert(to);
|
|
|
|
std::list< std::list<ProjectileInfo>::iterator > toBeDeleted;
|
|
for (auto it = projectiles.begin(); it!=projectiles.end(); ++it)
|
|
{
|
|
// Check if projectile is already visible (shooter animation did the shot)
|
|
if (!it->shotDone)
|
|
{
|
|
// frame we're waiting for is reached OR animation has already finished
|
|
if (creAnims[it->stackID]->getCurrentFrame() >= it->animStartDelay ||
|
|
creAnims[it->stackID]->isShooting() == false)
|
|
{
|
|
//at this point projectile should become visible
|
|
creAnims[it->stackID]->pause(); // pause animation
|
|
it->shotDone = true;
|
|
}
|
|
else
|
|
continue; // wait...
|
|
}
|
|
|
|
if (idToProjectile.count(it->creID))
|
|
{
|
|
size_t group = it->reverse ? 1 : 0;
|
|
auto image = idToProjectile[it->creID]->getImage(it->frameNum, group, true);
|
|
|
|
if(image)
|
|
{
|
|
SDL_Rect dst;
|
|
dst.h = image->height();
|
|
dst.w = image->width();
|
|
dst.x = static_cast<int>(it->x - dst.w / 2);
|
|
dst.y = static_cast<int>(it->y - dst.h / 2);
|
|
|
|
image->draw(to, &dst, nullptr);
|
|
}
|
|
}
|
|
if (idToRay.count(it->creID))
|
|
{
|
|
auto const & ray = idToRay[it->creID];
|
|
|
|
if (std::abs(it->dx) > std::abs(it->dy)) // draw in horizontal axis
|
|
{
|
|
int y1 = it->y0 - ray.size() / 2;
|
|
int y2 = it->y - ray.size() / 2;
|
|
|
|
int x1 = it->x0;
|
|
int x2 = it->x;
|
|
|
|
for (size_t i = 0; i < ray.size(); ++i)
|
|
{
|
|
SDL_Color beginColor{ ray[i].r1, ray[i].g1, ray[i].b1, ray[i].a1};
|
|
SDL_Color endColor { ray[i].r2, ray[i].g2, ray[i].b2, ray[i].a2};
|
|
|
|
CSDL_Ext::drawLine(to, x1, y1 + i, x2, y2 + i, beginColor, endColor);
|
|
}
|
|
}
|
|
else // draw in vertical axis
|
|
{
|
|
int x1 = it->x0 - ray.size() / 2;
|
|
int x2 = it->x - ray.size() / 2;
|
|
|
|
int y1 = it->y0;
|
|
int y2 = it->y;
|
|
|
|
for (size_t i = 0; i < ray.size(); ++i)
|
|
{
|
|
SDL_Color beginColor{ ray[i].r1, ray[i].g1, ray[i].b1, ray[i].a1};
|
|
SDL_Color endColor { ray[i].r2, ray[i].g2, ray[i].b2, ray[i].a2};
|
|
|
|
CSDL_Ext::drawLine(to, x1 + i, y1, x2 + i, y2, beginColor, endColor);
|
|
}
|
|
}
|
|
}
|
|
|
|
// Update projectile
|
|
++it->step;
|
|
if (it->step > it->lastStep)
|
|
{
|
|
toBeDeleted.insert(toBeDeleted.end(), it);
|
|
}
|
|
else
|
|
{
|
|
if (it->catapultInfo)
|
|
{
|
|
// Parabolic shot of the trajectory, as follows: f(x) = ax^2 + bx + c
|
|
it->x += it->dx;
|
|
it->y = it->catapultInfo->calculateY(it->x);
|
|
|
|
++(it->frameNum);
|
|
it->frameNum %= idToProjectile[it->creID]->size(0);
|
|
}
|
|
else
|
|
{
|
|
// Normal projectile, just add the calculated "deltas" to the x and y positions.
|
|
it->x += it->dx;
|
|
it->y += it->dy;
|
|
}
|
|
}
|
|
}
|
|
|
|
for (auto & elem : toBeDeleted)
|
|
{
|
|
// resume animation
|
|
creAnims[elem->stackID]->play();
|
|
projectiles.erase(elem);
|
|
}
|
|
}
|
|
|
|
void CBattleInterface::showBattlefieldObjects(SDL_Surface *to)
|
|
{
|
|
auto showHexEntry = [&](BattleObjectsByHex::HexData & hex)
|
|
{
|
|
showPiecesOfWall(to, hex.walls);
|
|
showObstacles(to, hex.obstacles);
|
|
showAliveStacks(to, hex.alive);
|
|
showBattleEffects(to, hex.effects);
|
|
};
|
|
|
|
BattleObjectsByHex objects = sortObjectsByHex();
|
|
|
|
// dead stacks should be blit first
|
|
showStacks(to, objects.beforeAll.dead);
|
|
for (auto & data : objects.hex)
|
|
showStacks(to, data.dead);
|
|
showStacks(to, objects.afterAll.dead);
|
|
|
|
// display objects that must be blit before anything else (e.g. topmost walls)
|
|
showHexEntry(objects.beforeAll);
|
|
|
|
// show heroes after "beforeAll" - e.g. topmost wall in siege
|
|
if (attackingHero)
|
|
attackingHero->show(to);
|
|
if (defendingHero)
|
|
defendingHero->show(to);
|
|
|
|
// actual blit of most of objects, hex by hex
|
|
// NOTE: row-by-row blitting may be a better approach
|
|
for (auto &data : objects.hex)
|
|
showHexEntry(data);
|
|
|
|
// objects that must be blit *after* everything else - e.g. bottom tower or some spell effects
|
|
showHexEntry(objects.afterAll);
|
|
}
|
|
|
|
void CBattleInterface::showAliveStacks(SDL_Surface *to, std::vector<const CStack *> stacks)
|
|
{
|
|
BattleHex currentActionTarget;
|
|
if(curInt->curAction)
|
|
{
|
|
auto target = curInt->curAction->getTarget(curInt->cb.get());
|
|
if(!target.empty())
|
|
currentActionTarget = target.at(0).hexValue;
|
|
}
|
|
|
|
auto isAmountBoxVisible = [&](const CStack *stack) -> bool
|
|
{
|
|
if(stack->hasBonusOfType(Bonus::SIEGE_WEAPON) && stack->getCount() == 1) //do not show box for singular war machines, stacked war machines with box shown are supported as extension feature
|
|
return false;
|
|
|
|
if(stack->getCount() == 0) //hide box when target is going to die anyway - do not display "0 creatures"
|
|
return false;
|
|
|
|
for(auto anim : pendingAnims) //no matter what other conditions below are, hide box when creature is playing hit animation
|
|
{
|
|
auto hitAnimation = dynamic_cast<CDefenceAnimation*>(anim.first);
|
|
if(hitAnimation && (hitAnimation->stack->ID == stack->ID)) //we process only "current creature" as other creatures will be processed reliably on their own iteration
|
|
return false;
|
|
}
|
|
|
|
if(curInt->curAction)
|
|
{
|
|
if(curInt->curAction->stackNumber == stack->ID) //stack is currently taking action (is not a target of another creature's action etc)
|
|
{
|
|
if(curInt->curAction->actionType == EActionType::WALK || curInt->curAction->actionType == EActionType::SHOOT) //hide when stack walks or shoots
|
|
return false;
|
|
|
|
else if(curInt->curAction->actionType == EActionType::WALK_AND_ATTACK && currentActionTarget != stack->getPosition()) //when attacking, hide until walk phase finished
|
|
return false;
|
|
}
|
|
|
|
if(curInt->curAction->actionType == EActionType::SHOOT && currentActionTarget == stack->getPosition()) //hide if we are ranged attack target
|
|
return false;
|
|
}
|
|
|
|
return true;
|
|
};
|
|
|
|
auto getEffectsPositivness = [&](const std::vector<si32> & activeSpells) -> int
|
|
{
|
|
int pos = 0;
|
|
for (const auto & spellId : activeSpells)
|
|
{
|
|
pos += CGI->spellh->objects.at(spellId)->positiveness;
|
|
}
|
|
return pos;
|
|
};
|
|
|
|
auto getAmountBoxBackground = [&](int positivness) -> SDL_Surface *
|
|
{
|
|
if (positivness > 0)
|
|
return amountPositive;
|
|
if (positivness < 0)
|
|
return amountNegative;
|
|
return amountEffNeutral;
|
|
};
|
|
|
|
showStacks(to, stacks); // Actual display of all stacks
|
|
|
|
for (auto & stack : stacks)
|
|
{
|
|
assert(stack);
|
|
//printing amount
|
|
if (isAmountBoxVisible(stack))
|
|
{
|
|
const int sideShift = stack->side == BattleSide::ATTACKER ? 1 : -1;
|
|
const int reverseSideShift = stack->side == BattleSide::ATTACKER ? -1 : 1;
|
|
const BattleHex nextPos = stack->getPosition() + sideShift;
|
|
const bool edge = stack->getPosition() % GameConstants::BFIELD_WIDTH == (stack->side == BattleSide::ATTACKER ? GameConstants::BFIELD_WIDTH - 2 : 1);
|
|
const bool moveInside = !edge && !stackCountOutsideHexes[nextPos];
|
|
int xAdd = (stack->side == BattleSide::ATTACKER ? 220 : 202) +
|
|
(stack->doubleWide() ? 44 : 0) * sideShift +
|
|
(moveInside ? amountNormal->w + 10 : 0) * reverseSideShift;
|
|
int yAdd = 260 + ((stack->side == BattleSide::ATTACKER || moveInside) ? 0 : -15);
|
|
|
|
//blitting amount background box
|
|
SDL_Surface *amountBG = amountNormal;
|
|
std::vector<si32> activeSpells = stack->activeSpells();
|
|
if (!activeSpells.empty())
|
|
amountBG = getAmountBoxBackground(getEffectsPositivness(activeSpells));
|
|
|
|
SDL_Rect temp_rect = genRect(amountBG->h, amountBG->w, creAnims[stack->ID]->pos.x + xAdd, creAnims[stack->ID]->pos.y + yAdd);
|
|
SDL_BlitSurface(amountBG, nullptr, to, &temp_rect);
|
|
|
|
//blitting amount
|
|
Point textPos(creAnims[stack->ID]->pos.x + xAdd + amountNormal->w/2,
|
|
creAnims[stack->ID]->pos.y + yAdd + amountNormal->h/2);
|
|
graphics->fonts[FONT_TINY]->renderTextCenter(to, makeNumberShort(stack->getCount()), Colors::WHITE, textPos);
|
|
}
|
|
}
|
|
}
|
|
|
|
void CBattleInterface::showStacks(SDL_Surface *to, std::vector<const CStack *> stacks)
|
|
{
|
|
for (const CStack *stack : stacks)
|
|
{
|
|
creAnims[stack->ID]->nextFrame(to, creDir[stack->ID]); // do actual blit
|
|
creAnims[stack->ID]->incrementFrame(float(GH.mainFPSmng->getElapsedMilliseconds()) / 1000);
|
|
}
|
|
}
|
|
|
|
void CBattleInterface::showObstacles(SDL_Surface * to, std::vector<std::shared_ptr<const CObstacleInstance>> & obstacles)
|
|
{
|
|
for(auto & obstacle : obstacles)
|
|
{
|
|
auto img = getObstacleImage(*obstacle);
|
|
if(img)
|
|
{
|
|
Point p = getObstaclePosition(img, *obstacle);
|
|
img->draw(to, p.x, p.y);
|
|
}
|
|
}
|
|
}
|
|
|
|
void CBattleInterface::showBattleEffects(SDL_Surface *to, const std::vector<const BattleEffect *> &battleEffects)
|
|
{
|
|
for (auto & elem : battleEffects)
|
|
{
|
|
int currentFrame = static_cast<int>(floor(elem->currentFrame));
|
|
currentFrame %= elem->animation->size();
|
|
|
|
auto img = elem->animation->getImage(currentFrame);
|
|
|
|
SDL_Rect temp_rect = genRect(img->height(), img->width(), elem->x, elem->y);
|
|
|
|
img->draw(to, &temp_rect, nullptr);
|
|
}
|
|
}
|
|
|
|
void CBattleInterface::showInterface(SDL_Surface *to)
|
|
{
|
|
blitAt(menu, pos.x, 556 + pos.y, to);
|
|
|
|
if (tacticsMode)
|
|
{
|
|
btactNext->showAll(to);
|
|
btactEnd->showAll(to);
|
|
}
|
|
else
|
|
{
|
|
console->showAll(to);
|
|
bConsoleUp->showAll(to);
|
|
bConsoleDown->showAll(to);
|
|
}
|
|
|
|
//showing buttons
|
|
bOptions->showAll(to);
|
|
bSurrender->showAll(to);
|
|
bFlee->showAll(to);
|
|
bAutofight->showAll(to);
|
|
bSpell->showAll(to);
|
|
bWait->showAll(to);
|
|
bDefence->showAll(to);
|
|
|
|
//showing in-game console
|
|
LOCPLINT->cingconsole->show(to);
|
|
|
|
Rect posWithQueue = Rect(pos.x, pos.y, 800, 600);
|
|
|
|
if (settings["battle"]["showQueue"].Bool())
|
|
{
|
|
if (!queue->embedded)
|
|
{
|
|
posWithQueue.y -= queue->pos.h;
|
|
posWithQueue.h += queue->pos.h;
|
|
}
|
|
|
|
queue->showAll(to);
|
|
}
|
|
|
|
//printing border around interface
|
|
if (screen->w != 800 || screen->h !=600)
|
|
{
|
|
CMessage::drawBorder(curInt->playerID,to,posWithQueue.w + 28, posWithQueue.h + 28, posWithQueue.x-14, posWithQueue.y-15);
|
|
}
|
|
}
|
|
|
|
BattleObjectsByHex CBattleInterface::sortObjectsByHex()
|
|
{
|
|
auto getCurrentPosition = [&](const CStack *stack) -> BattleHex
|
|
{
|
|
for (auto & anim : pendingAnims)
|
|
{
|
|
// certainly ugly workaround but fixes quite annoying bug
|
|
// stack position will be updated only *after* movement is finished
|
|
// before this - stack is always at its initial position. Thus we need to find
|
|
// its current position. Which can be found only in this class
|
|
if (CMovementAnimation *move = dynamic_cast<CMovementAnimation*>(anim.first))
|
|
{
|
|
if (move->stack == stack)
|
|
return move->nextHex;
|
|
}
|
|
}
|
|
return stack->getPosition();
|
|
};
|
|
|
|
BattleObjectsByHex sorted;
|
|
|
|
auto stacks = curInt->cb->battleGetStacksIf([](const CStack *s)
|
|
{
|
|
return !s->isTurret();
|
|
});
|
|
|
|
// Sort creatures
|
|
for (auto & stack : stacks)
|
|
{
|
|
if (creAnims.find(stack->ID) == creAnims.end()) //e.g. for summoned but not yet handled stacks
|
|
continue;
|
|
|
|
if (stack->initialPosition < 0) // turret shooters are handled separately
|
|
continue;
|
|
|
|
//FIXME: hack to ignore ghost stacks
|
|
if ((creAnims[stack->ID]->getType() == CCreatureAnim::DEAD || creAnims[stack->ID]->getType() == CCreatureAnim::HOLDING) && stack->isGhost())
|
|
;//ignore
|
|
else if (!creAnims[stack->ID]->isDead())
|
|
{
|
|
if (!creAnims[stack->ID]->isMoving())
|
|
sorted.hex[stack->getPosition()].alive.push_back(stack);
|
|
else
|
|
{
|
|
// flying creature - just blit them over everyone else
|
|
if (stack->hasBonusOfType(Bonus::FLYING))
|
|
sorted.afterAll.alive.push_back(stack);
|
|
else//try to find current location
|
|
sorted.hex[getCurrentPosition(stack)].alive.push_back(stack);
|
|
}
|
|
}
|
|
else
|
|
sorted.hex[stack->getPosition()].dead.push_back(stack);
|
|
}
|
|
|
|
// Sort battle effects (spells)
|
|
for (auto & battleEffect : battleEffects)
|
|
{
|
|
if (battleEffect.position.isValid())
|
|
sorted.hex[battleEffect.position].effects.push_back(&battleEffect);
|
|
else
|
|
sorted.afterAll.effects.push_back(&battleEffect);
|
|
}
|
|
|
|
// Sort obstacles
|
|
{
|
|
std::map<BattleHex, std::shared_ptr<const CObstacleInstance>> backgroundObstacles;
|
|
for (auto &obstacle : curInt->cb->battleGetAllObstacles()) {
|
|
if (obstacle->obstacleType != CObstacleInstance::ABSOLUTE_OBSTACLE
|
|
&& obstacle->obstacleType != CObstacleInstance::MOAT) {
|
|
backgroundObstacles[obstacle->pos] = obstacle;
|
|
}
|
|
}
|
|
for (auto &op : backgroundObstacles)
|
|
{
|
|
sorted.beforeAll.obstacles.push_back(op.second);
|
|
}
|
|
}
|
|
// Sort wall parts
|
|
if (siegeH)
|
|
{
|
|
sorted.beforeAll.walls.push_back(SiegeHelper::BACKGROUND_WALL);
|
|
sorted.hex[135].walls.push_back(SiegeHelper::KEEP);
|
|
sorted.afterAll.walls.push_back(SiegeHelper::BOTTOM_TOWER);
|
|
sorted.hex[182].walls.push_back(SiegeHelper::BOTTOM_WALL);
|
|
sorted.hex[130].walls.push_back(SiegeHelper::WALL_BELLOW_GATE);
|
|
sorted.hex[78].walls.push_back(SiegeHelper::WALL_OVER_GATE);
|
|
sorted.hex[12].walls.push_back(SiegeHelper::UPPER_WALL);
|
|
sorted.beforeAll.walls.push_back(SiegeHelper::UPPER_TOWER);
|
|
sorted.hex[94].walls.push_back(SiegeHelper::GATE);
|
|
sorted.hex[112].walls.push_back(SiegeHelper::GATE_ARCH);
|
|
sorted.hex[165].walls.push_back(SiegeHelper::BOTTOM_STATIC_WALL);
|
|
sorted.hex[45].walls.push_back(SiegeHelper::UPPER_STATIC_WALL);
|
|
|
|
if (siegeH && siegeH->town->hasBuilt(BuildingID::CITADEL))
|
|
{
|
|
sorted.beforeAll.walls.push_back(SiegeHelper::MOAT);
|
|
//sorted.beforeAll.walls.push_back(SiegeHelper::BACKGROUND_MOAT); // blit as absolute obstacle
|
|
sorted.hex[135].walls.push_back(SiegeHelper::KEEP_BATTLEMENT);
|
|
}
|
|
if (siegeH && siegeH->town->hasBuilt(BuildingID::CASTLE))
|
|
{
|
|
sorted.afterAll.walls.push_back(SiegeHelper::BOTTOM_BATTLEMENT);
|
|
sorted.beforeAll.walls.push_back(SiegeHelper::UPPER_BATTLEMENT);
|
|
}
|
|
}
|
|
return sorted;
|
|
}
|
|
|
|
void CBattleInterface::updateBattleAnimations()
|
|
{
|
|
//handle animations
|
|
for (auto & elem : pendingAnims)
|
|
{
|
|
if (!elem.first) //this animation should be deleted
|
|
continue;
|
|
|
|
if (!elem.second)
|
|
{
|
|
elem.second = elem.first->init();
|
|
}
|
|
if (elem.second && elem.first)
|
|
elem.first->nextFrame();
|
|
}
|
|
|
|
//delete anims
|
|
int preSize = static_cast<int>(pendingAnims.size());
|
|
for (auto it = pendingAnims.begin(); it != pendingAnims.end(); ++it)
|
|
{
|
|
if (it->first == nullptr)
|
|
{
|
|
pendingAnims.erase(it);
|
|
it = pendingAnims.begin();
|
|
break;
|
|
}
|
|
}
|
|
|
|
if (preSize > 0 && pendingAnims.empty())
|
|
{
|
|
//anims ended
|
|
blockUI(activeStack == nullptr);
|
|
|
|
animsAreDisplayed.setn(false);
|
|
}
|
|
}
|
|
|
|
std::shared_ptr<IImage> CBattleInterface::getObstacleImage(const CObstacleInstance & oi)
|
|
{
|
|
int frameIndex = (animCount+1) *25 / getAnimSpeed();
|
|
std::shared_ptr<CAnimation> animation;
|
|
|
|
if(oi.obstacleType == CObstacleInstance::USUAL || oi.obstacleType == CObstacleInstance::ABSOLUTE_OBSTACLE)
|
|
{
|
|
animation = obstacleAnimations[oi.uniqueID];
|
|
}
|
|
else if(oi.obstacleType == CObstacleInstance::SPELL_CREATED)
|
|
{
|
|
const SpellCreatedObstacle * spellObstacle = dynamic_cast<const SpellCreatedObstacle *>(&oi);
|
|
if(!spellObstacle)
|
|
return std::shared_ptr<IImage>();
|
|
|
|
std::string animationName = spellObstacle->animation;
|
|
|
|
auto cacheIter = animationsCache.find(animationName);
|
|
|
|
if(cacheIter == animationsCache.end())
|
|
{
|
|
logAnim->trace("Creating obstacle animation %s", animationName);
|
|
|
|
animation = std::make_shared<CAnimation>(animationName);
|
|
animation->preload();
|
|
animationsCache[animationName] = animation;
|
|
}
|
|
else
|
|
{
|
|
animation = cacheIter->second;
|
|
}
|
|
}
|
|
|
|
if(animation)
|
|
{
|
|
frameIndex %= animation->size(0);
|
|
return animation->getImage(frameIndex, 0);
|
|
}
|
|
|
|
return nullptr;
|
|
}
|
|
|
|
Point CBattleInterface::getObstaclePosition(std::shared_ptr<IImage> image, const CObstacleInstance & obstacle)
|
|
{
|
|
int offset = obstacle.getAnimationYOffset(image->height());
|
|
|
|
Rect r = hexPosition(obstacle.pos);
|
|
r.y += 42 - image->height() + offset;
|
|
|
|
return r.topLeft();
|
|
}
|
|
|
|
void CBattleInterface::redrawBackgroundWithHexes(const CStack *activeStack)
|
|
{
|
|
attackableHexes.clear();
|
|
if (activeStack)
|
|
occupyableHexes = curInt->cb->battleGetAvailableHexes(activeStack, true, &attackableHexes);
|
|
|
|
auto fillStackCountOutsideHexes = [&]()
|
|
{
|
|
auto accessibility = curInt->cb->getAccesibility();
|
|
|
|
for(int i = 0; i < accessibility.size(); i++)
|
|
stackCountOutsideHexes.at(i) = (accessibility[i] == EAccessibility::ACCESSIBLE);
|
|
};
|
|
|
|
fillStackCountOutsideHexes();
|
|
|
|
//prepare background graphic with hexes and shaded hexes
|
|
blitAt(background, 0, 0, backgroundWithHexes);
|
|
|
|
//draw absolute obstacles (cliffs and so on)
|
|
for(auto & oi : curInt->cb->battleGetAllObstacles())
|
|
{
|
|
if(oi->obstacleType == CObstacleInstance::ABSOLUTE_OBSTACLE)
|
|
{
|
|
auto img = getObstacleImage(*oi);
|
|
if(img)
|
|
img->draw(backgroundWithHexes, oi->getInfo().width, oi->getInfo().height);
|
|
}
|
|
}
|
|
|
|
if (settings["battle"]["stackRange"].Bool())
|
|
{
|
|
std::vector<BattleHex> hexesToShade = occupyableHexes;
|
|
hexesToShade.insert(hexesToShade.end(), attackableHexes.begin(), attackableHexes.end());
|
|
for (BattleHex hex : hexesToShade)
|
|
{
|
|
int i = hex.getY(); //row
|
|
int j = hex.getX()-1; //column
|
|
int x = 58 + (i%2==0 ? 22 : 0) + 44*j;
|
|
int y = 86 + 42 *i;
|
|
SDL_Rect temp_rect = genRect(cellShade->h, cellShade->w, x, y);
|
|
CSDL_Ext::blit8bppAlphaTo24bpp(cellShade, nullptr, backgroundWithHexes, &temp_rect);
|
|
}
|
|
}
|
|
|
|
if(settings["battle"]["cellBorders"].Bool())
|
|
CSDL_Ext::blit8bppAlphaTo24bpp(cellBorders, nullptr, backgroundWithHexes, nullptr);
|
|
}
|
|
|
|
void CBattleInterface::showPiecesOfWall(SDL_Surface *to, std::vector<int> pieces)
|
|
{
|
|
if (!siegeH)
|
|
return;
|
|
for (auto piece : pieces)
|
|
{
|
|
if (piece < 15) // not a tower - just print
|
|
siegeH->printPartOfWall(to, piece);
|
|
else // tower. find if tower is built and not destroyed - stack is present
|
|
{
|
|
// PieceID StackID
|
|
// 15 = keep, -2
|
|
// 16 = lower, -3
|
|
// 17 = upper, -4
|
|
|
|
// tower. check if tower is alive - stack is found
|
|
int stackPos = 13 - piece;
|
|
|
|
const CStack *turret = nullptr;
|
|
|
|
for (auto & stack : curInt->cb->battleGetAllStacks(true))
|
|
{
|
|
if(stack->initialPosition == stackPos)
|
|
{
|
|
turret = stack;
|
|
break;
|
|
}
|
|
}
|
|
|
|
if (turret)
|
|
{
|
|
std::vector<const CStack *> stackList(1, turret);
|
|
showStacks(to, stackList);
|
|
siegeH->printPartOfWall(to, piece);
|
|
}
|
|
}
|
|
}
|
|
}
|