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vcmi/client/battle/CBattleInterface.cpp

3808 lines
115 KiB
C++

/*
* CBattleInterface.cpp, part of VCMI engine
*
* Authors: listed in file AUTHORS in main folder
*
* License: GNU General Public License v2.0 or later
* Full text of license available in license.txt file, in main folder
*
*/
#include "StdInc.h"
#include "CBattleInterface.h"
#include "CBattleAnimations.h"
#include "CBattleInterfaceClasses.h"
#include "CCreatureAnimation.h"
#include "../CBitmapHandler.h"
#include "../CGameInfo.h"
#include "../CMessage.h"
#include "../CMT.h"
#include "../CMusicHandler.h"
#include "../CPlayerInterface.h"
#include "../CVideoHandler.h"
#include "../Graphics.h"
#include "../gui/CAnimation.h"
#include "../gui/CCursorHandler.h"
#include "../gui/CGuiHandler.h"
#include "../gui/SDL_Extensions.h"
#include "../windows/CAdvmapInterface.h"
#include "../windows/CCreatureWindow.h"
#include "../windows/CSpellWindow.h"
#include "../../CCallback.h"
#include "../../lib/CStack.h"
#include "../../lib/CConfigHandler.h"
#include "../../lib/CGeneralTextHandler.h"
#include "../../lib/CHeroHandler.h"
#include "../../lib/CondSh.h"
#include "../../lib/CRandomGenerator.h"
#include "../../lib/spells/CSpellHandler.h"
#include "../../lib/spells/ISpellMechanics.h"
#include "../../lib/spells/Problem.h"
#include "../../lib/CTownHandler.h"
#include "../../lib/BattleFieldHandler.h"
#include "../../lib/ObstacleHandler.h"
#include "../../lib/CGameState.h"
#include "../../lib/mapping/CMap.h"
#include "../../lib/NetPacks.h"
#include "../../lib/UnlockGuard.h"
CondSh<bool> CBattleInterface::animsAreDisplayed(false);
CondSh<BattleAction *> CBattleInterface::givenCommand(nullptr);
static void onAnimationFinished(const CStack *stack, std::weak_ptr<CCreatureAnimation> anim)
{
std::shared_ptr<CCreatureAnimation> animation = anim.lock();
if(!animation)
return;
if (animation->isIdle())
{
const CCreature *creature = stack->getCreature();
if (animation->framesInGroup(CCreatureAnim::MOUSEON) > 0)
{
if (CRandomGenerator::getDefault().nextDouble(99.0) < creature->animation.timeBetweenFidgets *10)
animation->playOnce(CCreatureAnim::MOUSEON);
else
animation->setType(CCreatureAnim::HOLDING);
}
else
{
animation->setType(CCreatureAnim::HOLDING);
}
}
// always reset callback
animation->onAnimationReset += std::bind(&onAnimationFinished, stack, anim);
}
static void transformPalette(SDL_Surface *surf, double rCor, double gCor, double bCor)
{
SDL_Color *colorsToChange = surf->format->palette->colors;
for (int g=0; g<surf->format->palette->ncolors; ++g)
{
SDL_Color *color = &colorsToChange[g];
if (color->b != 132 &&
color->g != 231 &&
color->r != 255) //it's not yellow border
{
color->r = static_cast<Uint8>(color->r * rCor);
color->g = static_cast<Uint8>(color->g * gCor);
color->b = static_cast<Uint8>(color->b * bCor);
}
}
}
void CBattleInterface::addNewAnim(CBattleAnimation *anim)
{
pendingAnims.push_back( std::make_pair(anim, false) );
animsAreDisplayed.setn(true);
}
CBattleInterface::CBattleInterface(const CCreatureSet *army1, const CCreatureSet *army2,
const CGHeroInstance *hero1, const CGHeroInstance *hero2,
const SDL_Rect & myRect,
std::shared_ptr<CPlayerInterface> att, std::shared_ptr<CPlayerInterface> defen, std::shared_ptr<CPlayerInterface> spectatorInt)
: background(nullptr), attackingHeroInstance(hero1), defendingHeroInstance(hero2), animCount(0),
activeStack(nullptr), mouseHoveredStack(nullptr), stackToActivate(nullptr), selectedStack(nullptr), previouslyHoveredHex(-1),
currentlyHoveredHex(-1), attackingHex(-1), stackCanCastSpell(false), creatureCasting(false), spellDestSelectMode(false), spellToCast(nullptr), sp(nullptr),
creatureSpellToCast(-1),
siegeH(nullptr), attackerInt(att), defenderInt(defen), curInt(att), animIDhelper(0),
myTurn(false), moveStarted(false), moveSoundHander(-1), bresult(nullptr), battleActionsStarted(false)
{
OBJ_CONSTRUCTION;
if(spectatorInt)
{
curInt = spectatorInt;
}
else if(!curInt)
{
//May happen when we are defending during network MP game -> attacker interface is just not present
curInt = defenderInt;
}
animsAreDisplayed.setn(false);
pos = myRect;
strongInterest = true;
givenCommand.setn(nullptr);
//hot-seat -> check tactics for both players (defender may be local human)
if(attackerInt && attackerInt->cb->battleGetTacticDist())
tacticianInterface = attackerInt;
else if(defenderInt && defenderInt->cb->battleGetTacticDist())
tacticianInterface = defenderInt;
//if we found interface of player with tactics, then enter tactics mode
tacticsMode = static_cast<bool>(tacticianInterface);
//create stack queue
bool embedQueue;
std::string queueSize = settings["battle"]["queueSize"].String();
if(queueSize == "auto")
embedQueue = screen->h < 700;
else
embedQueue = screen->h < 700 || queueSize == "small";
queue = std::make_shared<CStackQueue>(embedQueue, this);
if(!embedQueue)
{
if (settings["battle"]["showQueue"].Bool())
pos.y += queue->pos.h / 2; //center whole window
queue->moveTo(Point(pos.x, pos.y - queue->pos.h));
}
//preparing siege info
const CGTownInstance *town = curInt->cb->battleGetDefendedTown();
if(town && town->hasFort())
{
siegeH = new SiegeHelper(town, this);
}
CPlayerInterface::battleInt = this;
//initializing armies
this->army1 = army1;
this->army2 = army2;
std::vector<const CStack*> stacks = curInt->cb->battleGetAllStacks(true);
for(const CStack * s : stacks)
{
unitAdded(s);
}
//preparing menu background and terrain
if(siegeH)
{
background = BitmapHandler::loadBitmap( siegeH->getSiegeName(0), false );
ui8 siegeLevel = curInt->cb->battleGetSiegeLevel();
if (siegeLevel >= 2) //citadel or castle
{
//print moat/mlip
SDL_Surface *moat = BitmapHandler::loadBitmap( siegeH->getSiegeName(13) ),
* mlip = BitmapHandler::loadBitmap( siegeH->getSiegeName(14) );
auto & info = siegeH->town->town->clientInfo;
Point moatPos(info.siegePositions[13].x, info.siegePositions[13].y);
Point mlipPos(info.siegePositions[14].x, info.siegePositions[14].y);
if (moat) //eg. tower has no moat
blitAt(moat, moatPos.x,moatPos.y, background);
if (mlip) //eg. tower has no mlip
blitAt(mlip, mlipPos.x, mlipPos.y, background);
SDL_FreeSurface(moat);
SDL_FreeSurface(mlip);
}
}
else
{
auto bfieldType = curInt->cb->battleGetBattlefieldType();
if(bfieldType == BattleField::NONE)
{
logGlobal->error("Invalid battlefield returned for current battle");
}
else
{
background = BitmapHandler::loadBitmap(bfieldType.getInfo()->graphics, false);
}
}
//preparing graphics for displaying amounts of creatures
amountNormal = BitmapHandler::loadBitmap("CMNUMWIN.BMP");
CSDL_Ext::alphaTransform(amountNormal);
transformPalette(amountNormal, 0.59, 0.19, 0.93);
amountPositive = BitmapHandler::loadBitmap("CMNUMWIN.BMP");
CSDL_Ext::alphaTransform(amountPositive);
transformPalette(amountPositive, 0.18, 1.00, 0.18);
amountNegative = BitmapHandler::loadBitmap("CMNUMWIN.BMP");
CSDL_Ext::alphaTransform(amountNegative);
transformPalette(amountNegative, 1.00, 0.18, 0.18);
amountEffNeutral = BitmapHandler::loadBitmap("CMNUMWIN.BMP");
CSDL_Ext::alphaTransform(amountEffNeutral);
transformPalette(amountEffNeutral, 1.00, 1.00, 0.18);
//preparing buttons and console
bOptions = std::make_shared<CButton>(Point( 3, 561), "icm003.def", CGI->generaltexth->zelp[381], std::bind(&CBattleInterface::bOptionsf,this), SDLK_o);
bSurrender = std::make_shared<CButton>(Point( 54, 561), "icm001.def", CGI->generaltexth->zelp[379], std::bind(&CBattleInterface::bSurrenderf,this), SDLK_s);
bFlee = std::make_shared<CButton>(Point(105, 561), "icm002.def", CGI->generaltexth->zelp[380], std::bind(&CBattleInterface::bFleef,this), SDLK_r);
bAutofight = std::make_shared<CButton>(Point(157, 561), "icm004.def", CGI->generaltexth->zelp[382], std::bind(&CBattleInterface::bAutofightf,this), SDLK_a);
bSpell = std::make_shared<CButton>(Point(645, 561), "icm005.def", CGI->generaltexth->zelp[385], std::bind(&CBattleInterface::bSpellf,this), SDLK_c);
bWait = std::make_shared<CButton>(Point(696, 561), "icm006.def", CGI->generaltexth->zelp[386], std::bind(&CBattleInterface::bWaitf,this), SDLK_w);
bDefence = std::make_shared<CButton>(Point(747, 561), "icm007.def", CGI->generaltexth->zelp[387], std::bind(&CBattleInterface::bDefencef,this), SDLK_d);
bDefence->assignedKeys.insert(SDLK_SPACE);
bConsoleUp = std::make_shared<CButton>(Point(624, 561), "ComSlide.def", std::make_pair("", ""), std::bind(&CBattleInterface::bConsoleUpf,this), SDLK_UP);
bConsoleDown = std::make_shared<CButton>(Point(624, 580), "ComSlide.def", std::make_pair("", ""), std::bind(&CBattleInterface::bConsoleDownf,this), SDLK_DOWN);
bConsoleUp->setImageOrder(0, 1, 0, 0);
bConsoleDown->setImageOrder(2, 3, 2, 2);
console = std::make_shared<CBattleConsole>();
console->pos.x += 211;
console->pos.y += 560;
console->pos.w = 406;
console->pos.h = 38;
if(tacticsMode)
{
btactNext = std::make_shared<CButton>(Point(213, 560), "icm011.def", std::make_pair("", ""), [&](){ bTacticNextStack(nullptr);}, SDLK_SPACE);
btactEnd = std::make_shared<CButton>(Point(419, 560), "icm012.def", std::make_pair("", ""), [&](){ bEndTacticPhase();}, SDLK_RETURN);
menu = BitmapHandler::loadBitmap("COPLACBR.BMP");
}
else
{
menu = BitmapHandler::loadBitmap("CBAR.BMP");
}
graphics->blueToPlayersAdv(menu, curInt->playerID);
//loading hero animations
if(hero1) // attacking hero
{
std::string battleImage;
if(!hero1->type->battleImage.empty())
{
battleImage = hero1->type->battleImage;
}
else
{
if(hero1->sex)
battleImage = hero1->type->heroClass->imageBattleFemale;
else
battleImage = hero1->type->heroClass->imageBattleMale;
}
attackingHero = std::make_shared<CBattleHero>(battleImage, false, hero1->tempOwner, hero1->tempOwner == curInt->playerID ? hero1 : nullptr, this);
auto img = attackingHero->animation->getImage(0, 0, true);
if(img)
attackingHero->pos = genRect(img->height(), img->width(), pos.x - 43, pos.y - 19);
}
if(hero2) // defending hero
{
std::string battleImage;
if(!hero2->type->battleImage.empty())
{
battleImage = hero2->type->battleImage;
}
else
{
if(hero2->sex)
battleImage = hero2->type->heroClass->imageBattleFemale;
else
battleImage = hero2->type->heroClass->imageBattleMale;
}
defendingHero = std::make_shared<CBattleHero>(battleImage, true, hero2->tempOwner, hero2->tempOwner == curInt->playerID ? hero2 : nullptr, this);
auto img = defendingHero->animation->getImage(0, 0, true);
if(img)
defendingHero->pos = genRect(img->height(), img->width(), pos.x + 693, pos.y - 19);
}
//preparing cells and hexes
cellBorder = BitmapHandler::loadBitmap("CCELLGRD.BMP");
CSDL_Ext::alphaTransform(cellBorder);
cellShade = BitmapHandler::loadBitmap("CCELLSHD.BMP");
CSDL_Ext::alphaTransform(cellShade);
for (int h = 0; h < GameConstants::BFIELD_SIZE; ++h)
{
auto hex = std::make_shared<CClickableHex>();
hex->myNumber = h;
hex->pos = hexPosition(h);
hex->accessible = true;
hex->myInterface = this;
bfield.push_back(hex);
}
//locking occupied positions on batlefield
for(const CStack * s : stacks) //stacks gained at top of this function
if(s->initialPosition >= 0) //turrets have position < 0
bfield[s->getPosition()]->accessible = false;
//preparing graphic with cell borders
cellBorders = CSDL_Ext::newSurface(background->w, background->h, cellBorder);
//copying palette
for (int g=0; g<cellBorder->format->palette->ncolors; ++g) //we assume that cellBorders->format->palette->ncolors == 256
{
cellBorders->format->palette->colors[g] = cellBorder->format->palette->colors[g];
}
//palette copied
for (int i=0; i<GameConstants::BFIELD_HEIGHT; ++i) //rows
{
for (int j=0; j<GameConstants::BFIELD_WIDTH-2; ++j) //columns
{
int x = 58 + (i%2==0 ? 22 : 0) + 44*j;
int y = 86 + 42 *i;
for (int cellX = 0; cellX < cellBorder->w; ++cellX)
{
for (int cellY = 0; cellY < cellBorder->h; ++cellY)
{
if (y+cellY < cellBorders->h && x+cellX < cellBorders->w)
* ((Uint8*)cellBorders->pixels + (y+cellY) *cellBorders->pitch + (x+cellX)) |= *((Uint8*)cellBorder->pixels + cellY *cellBorder->pitch + cellX);
}
}
}
}
backgroundWithHexes = CSDL_Ext::newSurface(background->w, background->h, screen);
//preparing obstacle defs
auto obst = curInt->cb->battleGetAllObstacles();
for(auto & elem : obst)
{
if(elem->obstacleType == CObstacleInstance::USUAL)
{
std::string animationName = elem->getInfo().animation;
auto cached = animationsCache.find(animationName);
if(cached == animationsCache.end())
{
auto animation = std::make_shared<CAnimation>(animationName);
animationsCache[animationName] = animation;
obstacleAnimations[elem->uniqueID] = animation;
animation->preload();
}
else
{
obstacleAnimations[elem->uniqueID] = cached->second;
}
}
else if (elem->obstacleType == CObstacleInstance::ABSOLUTE_OBSTACLE)
{
std::string animationName = elem->getInfo().animation;
auto cached = animationsCache.find(animationName);
if(cached == animationsCache.end())
{
auto animation = std::make_shared<CAnimation>();
animation->setCustom(animationName, 0, 0);
animationsCache[animationName] = animation;
obstacleAnimations[elem->uniqueID] = animation;
animation->preload();
}
else
{
obstacleAnimations[elem->uniqueID] = cached->second;
}
}
}
for(auto hex : bfield)
addChild(hex.get());
if(tacticsMode)
bTacticNextStack();
CCS->musich->stopMusic();
battleIntroSoundChannel = CCS->soundh->playSoundFromSet(CCS->soundh->battleIntroSounds);
auto onIntroPlayed = [&]()
{
if(LOCPLINT->battleInt)
{
CCS->musich->playMusicFromSet("battle", true, true);
battleActionsStarted = true;
blockUI(settings["session"]["spectate"].Bool());
battleIntroSoundChannel = -1;
}
};
CCS->soundh->setCallback(battleIntroSoundChannel, onIntroPlayed);
currentAction = PossiblePlayerBattleAction::INVALID;
selectedAction = PossiblePlayerBattleAction::INVALID;
addUsedEvents(RCLICK | MOVE | KEYBOARD);
queue->update();
blockUI(true);
}
CBattleInterface::~CBattleInterface()
{
CPlayerInterface::battleInt = nullptr;
givenCommand.cond.notify_all(); //that two lines should make any activeStack waiting thread to finish
if (active) //dirty fix for #485
{
deactivate();
}
SDL_FreeSurface(background);
SDL_FreeSurface(menu);
SDL_FreeSurface(amountNormal);
SDL_FreeSurface(amountNegative);
SDL_FreeSurface(amountPositive);
SDL_FreeSurface(amountEffNeutral);
SDL_FreeSurface(cellBorders);
SDL_FreeSurface(backgroundWithHexes);
SDL_FreeSurface(cellBorder);
SDL_FreeSurface(cellShade);
delete siegeH;
//TODO: play AI tracks if battle was during AI turn
//if (!curInt->makingTurn)
//CCS->musich->playMusicFromSet(CCS->musich->aiMusics, -1);
if (adventureInt && adventureInt->selection)
{
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);
}
}
}
}