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mirror of https://github.com/vcmi/vcmi.git synced 2024-12-24 22:14:36 +02:00
vcmi/client/CBattleInterface.cpp
mateuszb 4fc25c7b98 * corrected per-stack spell immunity handling
* support for new artifacts: * of Legion, shackles of war
2009-08-16 13:44:17 +00:00

2996 lines
95 KiB
C++

#include "CBattleInterface.h"
#include "CGameInfo.h"
#include "../hch/CLodHandler.h"
#include "SDL_Extensions.h"
#include "CAdvmapInterface.h"
#include "AdventureMapButton.h"
#include "../hch/CObjectHandler.h"
#include "../hch/CHeroHandler.h"
#include "../hch/CDefHandler.h"
#include "../hch/CSpellHandler.h"
#include "CMessage.h"
#include "CCursorHandler.h"
#include "../CCallback.h"
#include "../lib/CGameState.h"
#include "../hch/CGeneralTextHandler.h"
#include "CCreatureAnimation.h"
#include "Graphics.h"
#include "CSpellWindow.h"
#include "CConfigHandler.h"
#include <queue>
#include <sstream>
#include "../lib/CondSh.h"
#include "../lib/NetPacks.h"
#include "CPlayerInterface.h"
#include "../hch/CVideoHandler.h"
#include <boost/assign/list_of.hpp>
#ifndef __GNUC__
const double M_PI = 3.14159265358979323846;
#else
#define _USE_MATH_DEFINES
#include <cmath>
#endif
/*
* CBattleInterface.cpp, part of VCMI engine
*
* Authors: listed in file AUTHORS in main folder
*
* License: GNU General Public License v2.0 or later
* Full text of license available in license.txt file, in main folder
*
*/
extern SDL_Surface * screen;
extern TTF_Font * TNRB16, *TNR, *GEOR13, *GEORXX, *GEORM, *GEOR16;
extern SDL_Color zwykly;
BattleSettings CBattleInterface::settings;
struct CMP_stack2
{
inline bool operator ()(const CStack& a, const CStack& b)
{
return (a.Speed())>(b.Speed());
}
} cmpst2 ;
static void transformPalette(SDL_Surface * surf, float rCor, float gCor, float bCor)
{
SDL_Color * colorsToChange = surf->format->palette->colors;
for(int g=0; g<surf->format->palette->ncolors; ++g)
{
if((colorsToChange+g)->b != 132 &&
(colorsToChange+g)->g != 231 &&
(colorsToChange+g)->r != 255) //it's not yellow border
{
(colorsToChange+g)->r = (float)((colorsToChange+g)->r) * rCor;
(colorsToChange+g)->g = (float)((colorsToChange+g)->g) * gCor;
(colorsToChange+g)->b = (float)((colorsToChange+g)->b) * bCor;
}
}
}
CBattleInterface::CBattleInterface(CCreatureSet * army1, CCreatureSet * army2, CGHeroInstance *hero1, CGHeroInstance *hero2, const SDL_Rect & myRect)
: attackingHeroInstance(hero1), defendingHeroInstance(hero2), animCount(0), activeStack(-1),
mouseHoveredStack(-1), previouslyHoveredHex(-1), spellDestSelectMode(false), spellToCast(NULL),
attackingInfo(NULL), givenCommand(NULL), myTurn(false), resWindow(NULL),
showStackQueue(false), moveStarted(false), moveSh(-1)
{
pos = myRect;
strongInterest = true;
givenCommand = new CondSh<BattleAction *>(NULL);
//initializing armies
this->army1 = army1;
this->army2 = army2;
std::map<int, CStack> stacks = LOCPLINT->cb->battleGetStacks();
for(std::map<int, CStack>::iterator b=stacks.begin(); b!=stacks.end(); ++b)
{
newStack(b->second.ID);
}
//preparing menu background and terrain
std::vector< std::string > & backref = graphics->battleBacks[ LOCPLINT->cb->battleGetBattlefieldType() ];
background = BitmapHandler::loadBitmap(backref[ rand() % backref.size()] );
menu = BitmapHandler::loadBitmap("CBAR.BMP");
graphics->blueToPlayersAdv(menu, hero1->tempOwner);
//preparing graphics for displaying amounts of creatures
amountNormal = BitmapHandler::loadBitmap("CMNUMWIN.BMP");
CSDL_Ext::alphaTransform(amountNormal);
transformPalette(amountNormal, 0.59f, 0.19f, 0.93f);
amountPositive = BitmapHandler::loadBitmap("CMNUMWIN.BMP");
CSDL_Ext::alphaTransform(amountPositive);
transformPalette(amountPositive, 0.18f, 1.00f, 0.18f);
amountNegative = BitmapHandler::loadBitmap("CMNUMWIN.BMP");
CSDL_Ext::alphaTransform(amountNegative);
transformPalette(amountNegative, 1.00f, 0.18f, 0.18f);
amountEffNeutral = BitmapHandler::loadBitmap("CMNUMWIN.BMP");
CSDL_Ext::alphaTransform(amountEffNeutral);
transformPalette(amountEffNeutral, 1.00f, 1.00f, 0.18f);
////blitting menu background and terrain
blitAt(background, pos.x, pos.y);
blitAt(menu, pos.x, 556 + pos.y);
CSDL_Ext::update();
//preparing buttons and console
bOptions = new AdventureMapButton (CGI->generaltexth->zelp[381].first, CGI->generaltexth->zelp[381].second, boost::bind(&CBattleInterface::bOptionsf,this), 3 + pos.x, 561 + pos.y, "icm003.def", SDLK_o);
bSurrender = new AdventureMapButton (CGI->generaltexth->zelp[379].first, CGI->generaltexth->zelp[379].second, boost::bind(&CBattleInterface::bSurrenderf,this), 54 + pos.x, 561 + pos.y, "icm001.def", SDLK_s);
bFlee = new AdventureMapButton (CGI->generaltexth->zelp[380].first, CGI->generaltexth->zelp[380].second, boost::bind(&CBattleInterface::bFleef,this), 105 + pos.x, 561 + pos.y, "icm002.def", SDLK_r);
bAutofight = new AdventureMapButton (CGI->generaltexth->zelp[382].first, CGI->generaltexth->zelp[382].second, boost::bind(&CBattleInterface::bAutofightf,this), 157 + pos.x, 561 + pos.y, "icm004.def", SDLK_a);
bSpell = new AdventureMapButton (CGI->generaltexth->zelp[385].first, CGI->generaltexth->zelp[385].second, boost::bind(&CBattleInterface::bSpellf,this), 645 + pos.x, 561 + pos.y, "icm005.def", SDLK_c);
bWait = new AdventureMapButton (CGI->generaltexth->zelp[386].first, CGI->generaltexth->zelp[386].second, boost::bind(&CBattleInterface::bWaitf,this), 696 + pos.x, 561 + pos.y, "icm006.def", SDLK_w);
bDefence = new AdventureMapButton (CGI->generaltexth->zelp[387].first, CGI->generaltexth->zelp[387].second, boost::bind(&CBattleInterface::bDefencef,this), 747 + pos.x, 561 + pos.y, "icm007.def", SDLK_d);
bDefence->assignedKeys.insert(SDLK_SPACE);
bConsoleUp = new AdventureMapButton (std::string(), std::string(), boost::bind(&CBattleInterface::bConsoleUpf,this), 624 + pos.x, 561 + pos.y, "ComSlide.def", SDLK_UP);
bConsoleDown = new AdventureMapButton (std::string(), std::string(), boost::bind(&CBattleInterface::bConsoleDownf,this), 624 + pos.x, 580 + pos.y, "ComSlide.def", SDLK_DOWN);
bConsoleDown->bitmapOffset = 2;
console = new CBattleConsole();
console->pos.x = 211 + pos.x;
console->pos.y = 560 + pos.y;
console->pos.w = 406;
console->pos.h = 38;
//loading hero animations
if(hero1) // attacking hero
{
attackingHero = new CBattleHero(graphics->battleHeroes[hero1->type->heroType], 0, 0, false, hero1->tempOwner, hero1->tempOwner == LOCPLINT->playerID ? hero1 : NULL, this);
attackingHero->pos = genRect(attackingHero->dh->ourImages[0].bitmap->h, attackingHero->dh->ourImages[0].bitmap->w, -40 + pos.x, pos.y);
}
else
{
attackingHero = NULL;
}
if(hero2) // defending hero
{
defendingHero = new CBattleHero(graphics->battleHeroes[hero2->type->heroType], 0, 0, true, hero2->tempOwner, hero2->tempOwner == LOCPLINT->playerID ? hero2 : NULL, this);
defendingHero->pos = genRect(defendingHero->dh->ourImages[0].bitmap->h, defendingHero->dh->ourImages[0].bitmap->w, 690 + pos.x, pos.y);
}
else
{
defendingHero = NULL;
}
//preparing cells and hexes
cellBorder = BitmapHandler::loadBitmap("CCELLGRD.BMP");
CSDL_Ext::alphaTransform(cellBorder);
cellShade = BitmapHandler::loadBitmap("CCELLSHD.BMP");
CSDL_Ext::alphaTransform(cellShade);
for(int h=0; h<BFIELD_SIZE; ++h)
{
bfield[h].myNumber = h;
int x = 14 + ((h/BFIELD_WIDTH)%2==0 ? 22 : 0) + 44*(h%BFIELD_WIDTH);
int y = 86 + 42 * (h/BFIELD_WIDTH);
bfield[h].pos = genRect(cellShade->h, cellShade->w, x + pos.x, y + pos.y);
bfield[h].accesible = true;
bfield[h].myInterface = this;
}
//locking occupied positions on batlefield
for(std::map<int, CStack>::iterator it = stacks.begin(); it!=stacks.end(); ++it) //stacks gained at top of this function
{
bfield[it->second.position].accesible = false;
}
//loading projectiles for units
for(std::map<int, CStack>::iterator g = stacks.begin(); g != stacks.end(); ++g)
{
if(g->second.creature->isShooting() && CGI->creh->idToProjectile[g->second.creature->idNumber] != std::string())
{
idToProjectile[g->second.creature->idNumber] = CDefHandler::giveDef(CGI->creh->idToProjectile[g->second.creature->idNumber]);
if(idToProjectile[g->second.creature->idNumber]->ourImages.size() > 2) //add symmetric images
{
for(int k = idToProjectile[g->second.creature->idNumber]->ourImages.size()-2; k > 1; --k)
{
Cimage ci;
ci.bitmap = CSDL_Ext::rotate01(idToProjectile[g->second.creature->idNumber]->ourImages[k].bitmap);
ci.groupNumber = 0;
ci.imName = std::string();
idToProjectile[g->second.creature->idNumber]->ourImages.push_back(ci);
}
}
for(int s=0; s<idToProjectile[g->second.creature->idNumber]->ourImages.size(); ++s) //alpha transforming
{
CSDL_Ext::alphaTransform(idToProjectile[g->second.creature->idNumber]->ourImages[s].bitmap);
}
}
}
//preparing graphic with cell borders
cellBorders = CSDL_Ext::newSurface(background->w, background->h, cellBorder);
//copying palette
for(int g=0; g<cellBorder->format->palette->ncolors; ++g) //we assume that cellBorders->format->palette->ncolors == 256
{
cellBorders->format->palette->colors[g] = cellBorder->format->palette->colors[g];
}
//palette copied
for(int i=0; i<BFIELD_HEIGHT; ++i) //rows
{
for(int j=0; j<BFIELD_WIDTH-2; ++j) //columns
{
int x = 58 + (i%2==0 ? 22 : 0) + 44*j;
int y = 86 + 42 * i;
for(int cellX = 0; cellX < cellBorder->w; ++cellX)
{
for(int cellY = 0; cellY < cellBorder->h; ++cellY)
{
if(y+cellY < cellBorders->h && x+cellX < cellBorders->w)
* ((Uint8*)cellBorders->pixels + (y+cellY) * cellBorders->pitch + (x+cellX)) |= * ((Uint8*)cellBorder->pixels + cellY * cellBorder->pitch + cellX);
}
}
}
}
backgroundWithHexes = CSDL_Ext::newSurface(background->w, background->h, screen);
//preparing obstacle defs
std::vector<CObstacleInstance> obst = LOCPLINT->cb->battleGetAllObstacles();
for(int t=0; t<obst.size(); ++t)
{
idToObstacle[obst[t].ID] = CDefHandler::giveDef(CGI->heroh->obstacles[obst[t].ID].defName);
for(int n=0; n<idToObstacle[obst[t].ID]->ourImages.size(); ++n)
{
SDL_SetColorKey(idToObstacle[obst[t].ID]->ourImages[n].bitmap, SDL_SRCCOLORKEY, SDL_MapRGB(idToObstacle[obst[t].ID]->ourImages[n].bitmap->format,0,255,255));
}
}
}
CBattleInterface::~CBattleInterface()
{
SDL_FreeSurface(background);
SDL_FreeSurface(menu);
SDL_FreeSurface(amountNormal);
SDL_FreeSurface(amountNegative);
SDL_FreeSurface(amountPositive);
SDL_FreeSurface(amountEffNeutral);
SDL_FreeSurface(cellBorders);
SDL_FreeSurface(backgroundWithHexes);
delete bOptions;
delete bSurrender;
delete bFlee;
delete bAutofight;
delete bSpell;
delete bWait;
delete bDefence;
delete bConsoleUp;
delete bConsoleDown;
delete console;
delete givenCommand;
delete attackingHero;
delete defendingHero;
SDL_FreeSurface(cellBorder);
SDL_FreeSurface(cellShade);
for(std::map< int, CCreatureAnimation * >::iterator g=creAnims.begin(); g!=creAnims.end(); ++g)
delete g->second;
for(std::map< int, CDefHandler * >::iterator g=idToProjectile.begin(); g!=idToProjectile.end(); ++g)
delete g->second;
for(std::map< int, CDefHandler * >::iterator g=idToObstacle.begin(); g!=idToObstacle.end(); ++g)
delete g->second;
LOCPLINT->battleInt = NULL;
}
void CBattleInterface::setPrintCellBorders(bool set)
{
settings.printCellBorders = set;
redrawBackgroundWithHexes(activeStack);
GH.totalRedraw();
}
void CBattleInterface::setPrintStackRange(bool set)
{
settings.printStackRange = set;
redrawBackgroundWithHexes(activeStack);
GH.totalRedraw();
}
void CBattleInterface::setPrintMouseShadow(bool set)
{
settings.printMouseShadow = set;
}
void CBattleInterface::activate()
{
activateKeys();
activateMouseMove();
activateRClick();
bOptions->activate();
bSurrender->activate();
bFlee->activate();
bAutofight->activate();
bSpell->activate();
bWait->activate();
bDefence->activate();
bConsoleUp->activate();
bConsoleDown->activate();
for(int b=0; b<BFIELD_SIZE; ++b)
{
bfield[b].activate();
}
if(attackingHero)
attackingHero->activate();
if(defendingHero)
defendingHero->activate();
LOCPLINT->cingconsole->activate();
}
void CBattleInterface::deactivate()
{
deactivateKeys();
deactivateMouseMove();
deactivateRClick();
bOptions->deactivate();
bSurrender->deactivate();
bFlee->deactivate();
bAutofight->deactivate();
bSpell->deactivate();
bWait->deactivate();
bDefence->deactivate();
bConsoleUp->deactivate();
bConsoleDown->deactivate();
for(int b=0; b<BFIELD_SIZE; ++b)
{
bfield[b].deactivate();
}
if(attackingHero)
attackingHero->deactivate();
if(defendingHero)
defendingHero->deactivate();
LOCPLINT->cingconsole->deactivate();
}
void CBattleInterface::show(SDL_Surface * to)
{
std::map<int, CStack> stacks = LOCPLINT->cb->battleGetStacks(); //used in a few places
++animCount;
if(!to) //"evaluating" to
to = screen;
SDL_Rect buf;
SDL_GetClipRect(to, &buf);
SDL_SetClipRect(to, &pos);
//printing background and hexes
if(activeStack != -1 && creAnims[activeStack]->getType() != 0) //show everything with range
{
blitAt(backgroundWithHexes, pos.x, pos.y, to);
}
else
{
//showing background
blitAt(background, pos.x, pos.y, to);
if(settings.printCellBorders)
{
CSDL_Ext::blit8bppAlphaTo24bpp(cellBorders, NULL, to, &pos);
}
}
//printing hovered cell
for(int b=0; b<BFIELD_SIZE; ++b)
{
if(bfield[b].strictHovered && bfield[b].hovered)
{
if(previouslyHoveredHex == -1) previouslyHoveredHex = b; //something to start with
if(currentlyHoveredHex == -1) currentlyHoveredHex = b; //something to start with
if(currentlyHoveredHex != b) //repair hover info
{
previouslyHoveredHex = currentlyHoveredHex;
currentlyHoveredHex = b;
}
//print shade
if(spellToCast) //when casting spell
{
//calculating spell schoold level
const CSpell & spToCast = CGI->spellh->spells[spellToCast->additionalInfo];
ui8 schoolLevel = 0;
if( LOCPLINT->cb->battleGetStackByID(activeStack)->attackerOwned )
{
if(attackingHeroInstance)
schoolLevel = attackingHeroInstance->getSpellSchoolLevel(&spToCast);
}
else
{
if(defendingHeroInstance)
schoolLevel = defendingHeroInstance->getSpellSchoolLevel(&spToCast);
}
//obtaining range and printing it
std::set<ui16> shaded = spToCast.rangeInHexes(b, schoolLevel);
for(std::set<ui16>::iterator it = shaded.begin(); it != shaded.end(); ++it) //for spells with range greater then one hex
{
if(settings.printMouseShadow && (*it % BFIELD_WIDTH != 0) && (*it % BFIELD_WIDTH != 16))
{
int x = 14 + ((*it/BFIELD_WIDTH)%2==0 ? 22 : 0) + 44*(*it%BFIELD_WIDTH) + pos.x;
int y = 86 + 42 * (*it/BFIELD_WIDTH) + pos.y;
CSDL_Ext::blit8bppAlphaTo24bpp(cellShade, NULL, to, &genRect(cellShade->h, cellShade->w, x, y));
}
}
}
else if(settings.printMouseShadow) //when not casting spell
{
int x = 14 + ((b/BFIELD_WIDTH)%2==0 ? 22 : 0) + 44*(b%BFIELD_WIDTH) + pos.x;
int y = 86 + 42 * (b/BFIELD_WIDTH) + pos.y;
CSDL_Ext::blit8bppAlphaTo24bpp(cellShade, NULL, to, &genRect(cellShade->h, cellShade->w, x, y));
}
}
}
SDL_SetClipRect(to, &buf); //restoring previous clip_rect
//showing menu background and console
blitAt(menu, pos.x, 556 + pos.y, to);
console->show(to);
//showing buttons
bOptions->show(to);
bSurrender->show(to);
bFlee->show(to);
bAutofight->show(to);
bSpell->show(to);
bWait->show(to);
bDefence->show(to);
bConsoleUp->show(to);
bConsoleDown->show(to);
//prevents blitting outside this window
SDL_GetClipRect(to, &buf);
SDL_SetClipRect(to, &pos);
//showing obstacles
std::vector<CObstacleInstance> obstacles = LOCPLINT->cb->battleGetAllObstacles();
for(int b=0; b<obstacles.size(); ++b)
{
int x = ((obstacles[b].pos/BFIELD_WIDTH)%2==0 ? 22 : 0) + 44*(obstacles[b].pos%BFIELD_WIDTH) + pos.x;
int y = 86 + 42 * (obstacles[b].pos/BFIELD_WIDTH) + pos.y;
std::vector<Cimage> &images = idToObstacle[obstacles[b].ID]->ourImages; //reference to animation of obstacle
blitAt(images[((animCount+1)/(4/settings.animSpeed))%images.size()].bitmap, x, y, to);
}
//showing hero animations
if(attackingHero)
attackingHero->show(to);
if(defendingHero)
defendingHero->show(to);
////showing units //a lot of work...
std::vector<int> stackAliveByHex[BFIELD_SIZE];
//double loop because dead stacks should be printed first
for(std::map<int, CStack>::iterator j=stacks.begin(); j!=stacks.end(); ++j)
{
if(j->second.alive())
stackAliveByHex[j->second.position].push_back(j->second.ID);
}
std::vector<int> stackDeadByHex[BFIELD_SIZE];
for(std::map<int, CStack>::iterator j=stacks.begin(); j!=stacks.end(); ++j)
{
if(!j->second.alive())
stackDeadByHex[j->second.position].push_back(j->second.ID);
}
attackingShowHelper(); // handle attack animation
for(int b=0; b<BFIELD_SIZE; ++b) //showing dead stacks
{
for(size_t v=0; v<stackDeadByHex[b].size(); ++v)
{
creAnims[stackDeadByHex[b][v]]->nextFrame(to, creAnims[stackDeadByHex[b][v]]->pos.x + pos.x, creAnims[stackDeadByHex[b][v]]->pos.y + pos.y, creDir[stackDeadByHex[b][v]], animCount, false); //increment always when moving, never if stack died
}
}
for(int b=0; b<BFIELD_SIZE; ++b) //showing alive stacks
{
for(size_t v=0; v<stackAliveByHex[b].size(); ++v)
{
int curStackID = stackAliveByHex[b][v];
if(creAnims.find(curStackID) == creAnims.end()) //eg. for summoned but not yet handled stacks
continue;
const CStack &curStack = stacks[curStackID];
int animType = creAnims[curStackID]->getType();
int affectingSpeed = settings.animSpeed;
if(animType == 1 || animType == 2) //standing stacks should not stand faster :)
affectingSpeed = 2;
bool incrementFrame = (animCount%(4/affectingSpeed)==0) && animType!=5 && animType!=20 && animType!=3 && animType!=2;
if(animType == 2)
{
if(standingFrame.find(curStackID)!=standingFrame.end())
{
incrementFrame = (animCount%(8/affectingSpeed)==0);
if(incrementFrame)
{
++standingFrame[curStackID];
if(standingFrame[curStackID] == creAnims[curStackID]->framesInGroup(2))
{
standingFrame.erase(standingFrame.find(curStackID));
}
}
}
else
{
if((rand()%50) == 0)
{
standingFrame.insert(std::make_pair(curStackID, 0));
}
}
}
creAnims[curStackID]->nextFrame(to, creAnims[curStackID]->pos.x + pos.x, creAnims[curStackID]->pos.y + pos.y, creDir[curStackID], animCount, incrementFrame, curStackID==activeStack, curStackID==mouseHoveredStack); //increment always when moving, never if stack died
//printing amount
if(curStack.amount > 0 //don't print if stack is not alive
&& (!LOCPLINT->curAction
|| (LOCPLINT->curAction->stackNumber != curStackID //don't print if stack is currently taking an action
&& (LOCPLINT->curAction->actionType != 6 || curStack.position != LOCPLINT->curAction->additionalInfo) //nor if it's an object of attack
&& (LOCPLINT->curAction->destinationTile != curStack.position) //nor if it's on destination tile for current action
)
)
&& !curStack.hasFeatureOfType(StackFeature::SIEGE_WEAPON) //and not a war machine...
)
{
int xAdd = curStack.attackerOwned ? 220 : 202;
//blitting amoutn background box
SDL_Surface *amountBG = NULL;
if(curStack.effects.size() == 0)
{
amountBG = amountNormal;
}
else
{
int pos=0; //determining total positiveness of effects
for(int c=0; c<curStack.effects.size(); ++c)
{
pos += CGI->spellh->spells[ curStack.effects[c].id ].positiveness;
}
if(pos > 0)
{
amountBG = amountPositive;
}
else if(pos < 0)
{
amountBG = amountNegative;
}
else
{
amountBG = amountEffNeutral;
}
}
SDL_BlitSurface(amountBG, NULL, to, &genRect(amountNormal->h, amountNormal->w, creAnims[curStackID]->pos.x + xAdd + pos.x, creAnims[curStackID]->pos.y + 260 + pos.y));
//blitting amount
CSDL_Ext::printAtMiddleWB(
makeNumberShort(curStack.amount),
creAnims[curStackID]->pos.x + xAdd + 14 + pos.x,
creAnims[curStackID]->pos.y + 260 + 4 + pos.y,
GEOR13,
20,
zwykly,
to
);
}
}
}
//units shown
projectileShowHelper(to);//showing projectiles
//showing spell effects
if(battleEffects.size())
{
std::vector< std::list<SBattleEffect>::iterator > toErase;
for(std::list<SBattleEffect>::iterator it = battleEffects.begin(); it!=battleEffects.end(); ++it)
{
SDL_Surface * bitmapToBlit = it->anim->ourImages[(it->frame)%it->anim->ourImages.size()].bitmap;
SDL_BlitSurface(bitmapToBlit, NULL, to, &genRect(bitmapToBlit->h, bitmapToBlit->w, pos.x + it->x, pos.y + it->y));
++(it->frame);
if(it->frame == it->maxFrame)
{
toErase.push_back(it);
}
}
for(size_t b=0; b<toErase.size(); ++b)
{
delete toErase[b]->anim;
battleEffects.erase(toErase[b]);
}
}
//showing queue of stacks
if(showStackQueue)
{
int xPos = screen->w/2 - ( stacks.size() * 37 )/2;
int yPos = (screen->h - 600)/2 + 10;
std::vector<CStack> stacksSorted;
stacksSorted = LOCPLINT->cb->battleGetStackQueue();
int startFrom = -1;
for(size_t n=0; n<stacksSorted.size(); ++n)
{
if(stacksSorted[n].ID == activeStack)
{
startFrom = n;
break;
}
}
if(startFrom != -1)
{
for(size_t b=startFrom; b<stacksSorted.size()+startFrom; ++b)
{
SDL_BlitSurface(graphics->smallImgs[-2], NULL, to, &genRect(32, 32, xPos, yPos));
//printing colored border
for(int xFrom = xPos-1; xFrom<xPos+33; ++xFrom)
{
for(int yFrom = yPos-1; yFrom<yPos+33; ++yFrom)
{
if(xFrom == xPos-1 || xFrom == xPos+32 || yFrom == yPos-1 || yFrom == yPos+32)
{
SDL_Color pc;
if(stacksSorted[b % stacksSorted.size()].owner != 255)
{
pc = graphics->playerColors[stacksSorted[b % stacksSorted.size()].owner];
}
else
{
pc = *graphics->neutralColor;
}
CSDL_Ext::SDL_PutPixelWithoutRefresh(to, xFrom, yFrom, pc.r, pc.g, pc.b);
}
}
}
//colored border printed
SDL_BlitSurface(graphics->smallImgs[stacksSorted[b % stacksSorted.size()].creature->idNumber], NULL, to, &genRect(32, 32, xPos, yPos));
xPos += 37;
}
}
}
SDL_SetClipRect(to, &buf); //restoring previous clip_rect
//showing window with result of battle
if(resWindow)
{
resWindow->show(to);
}
//showing in-gmae console
LOCPLINT->cingconsole->show(to);
//printing border around interface
if(screen->w != 800 || screen->h !=600)
CMessage::drawBorder(LOCPLINT->playerID,to,828,628,pos.x-14,pos.y-15);
}
void CBattleInterface::keyPressed(const SDL_KeyboardEvent & key)
{
if(key.keysym.sym == SDLK_q)
{
showStackQueue = key.state==SDL_PRESSED;
}
else if(key.keysym.sym == SDLK_ESCAPE && spellDestSelectMode)
{
endCastingSpell();
}
}
void CBattleInterface::mouseMoved(const SDL_MouseMotionEvent &sEvent)
{
if(activeStack>=0 && !spellDestSelectMode)
{
mouseHoveredStack = -1;
int myNumber = -1; //number of hovered tile
for(int g=0; g<BFIELD_SIZE; ++g)
{
if(bfield[g].hovered && bfield[g].strictHovered)
{
myNumber = g;
break;
}
}
if(myNumber == -1)
{
CGI->curh->changeGraphic(1, 6);
if(console->whoSetAlter == 0)
{
console->alterTxt = "";
}
}
else
{
if(std::find(shadedHexes.begin(),shadedHexes.end(),myNumber) == shadedHexes.end())
{
const CStack *shere = LOCPLINT->cb->battleGetStackByPos(myNumber);
const CStack *sactive = LOCPLINT->cb->battleGetStackByID(activeStack);
if(shere)
{
if(shere->owner == LOCPLINT->playerID) //our stack
{
CGI->curh->changeGraphic(1,5);
//setting console text
char buf[500];
sprintf(buf, CGI->generaltexth->allTexts[297].c_str(), shere->amount == 1 ? shere->creature->nameSing.c_str() : shere->creature->namePl.c_str());
console->alterTxt = buf;
console->whoSetAlter = 0;
mouseHoveredStack = shere->ID;
if(creAnims[shere->ID]->getType() == 2 && creAnims[shere->ID]->framesInGroup(1) > 0)
{
creAnims[shere->ID]->playOnce(1);
}
}
else if(LOCPLINT->cb->battleCanShoot(activeStack,myNumber)) //we can shoot enemy
{
CGI->curh->changeGraphic(1,3);
//setting console text
char buf[500];
sprintf(buf, CGI->generaltexth->allTexts[296].c_str(), shere->amount == 1 ? shere->creature->nameSing.c_str() : shere->creature->namePl.c_str(), sactive->shots, "?");
console->alterTxt = buf;
console->whoSetAlter = 0;
}
else if(isTileAttackable(myNumber)) //available enemy (melee attackable)
{
CCursorHandler *cursor = CGI->curh;
const CBattleHex &hoveredHex = bfield[myNumber];
const double subdividingAngle = 2.0*M_PI/6.0; // Divide a hex into six sectors.
const double hexMidX = hoveredHex.pos.x + hoveredHex.pos.w/2;
const double hexMidY = hoveredHex.pos.y + hoveredHex.pos.h/2;
const double cursorHexAngle = M_PI - atan2(hexMidY - cursor->ypos, cursor->xpos - hexMidX) + subdividingAngle/2;
int cursorIndex = fmod(cursorHexAngle/subdividingAngle, 6.0);
int sectorCursor[] = {8, 9, 10, 11, 12, 7}; // From left to bottom left.
const int zigzagCorrection = !((myNumber/BFIELD_WIDTH)%2); // Off-by-one correction needed to deal with the odd battlefield rows.
// Exclude directions which cannot be attacked from.
// Check to the left.
if (myNumber%BFIELD_WIDTH <= 1 || !vstd::contains(shadedHexes, myNumber - 1)) {
sectorCursor[0] = -1;
}
// Check top left and top right.
if (myNumber/BFIELD_WIDTH == 0) {
sectorCursor[1] = -1;
sectorCursor[2] = -1;
} else {
if (!vstd::contains(shadedHexes, myNumber - BFIELD_WIDTH - 1 + zigzagCorrection))
sectorCursor[1] = -1;
if (!vstd::contains(shadedHexes, myNumber - BFIELD_WIDTH + zigzagCorrection))
sectorCursor[2] = -1;
}
// Check to the right.
if (myNumber%BFIELD_WIDTH >= BFIELD_WIDTH - 2 || !vstd::contains(shadedHexes, myNumber + 1)) {
sectorCursor[3] = -1;
}
// Check bottom right and bottom left.
if (myNumber/BFIELD_WIDTH == BFIELD_HEIGHT - 1) {
sectorCursor[4] = -1;
sectorCursor[5] = -1;
} else {
if (!vstd::contains(shadedHexes, myNumber + BFIELD_WIDTH + zigzagCorrection))
sectorCursor[4] = -1;
if (!vstd::contains(shadedHexes, myNumber + BFIELD_WIDTH - 1 + zigzagCorrection))
sectorCursor[5] = -1;
}
// 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)%6] == -1)
i = i <= 0 ? 1 - i : -i; // 0, 1, -1, 2, -2, 3, -3 etc..
cursor->changeGraphic(1, sectorCursor[(cursorIndex + i)%6]);
}
else //unavailable enemy
{
CGI->curh->changeGraphic(1,0);
console->alterTxt = "";
console->whoSetAlter = 0;
}
}
else //empty unavailable tile
{
CGI->curh->changeGraphic(1,0);
console->alterTxt = "";
console->whoSetAlter = 0;
}
}
else //available tile
{
const CStack *sactive = LOCPLINT->cb->battleGetStackByID(activeStack);
if(LOCPLINT->cb->battleGetStackByID(activeStack)->hasFeatureOfType(StackFeature::FLYING))
{
CGI->curh->changeGraphic(1,2);
//setting console text
char buf[500];
sprintf(buf, CGI->generaltexth->allTexts[295].c_str(), sactive->amount == 1 ? sactive->creature->nameSing.c_str() : sactive->creature->namePl.c_str());
console->alterTxt = buf;
console->whoSetAlter = 0;
}
else
{
CGI->curh->changeGraphic(1,1);
//setting console text
char buf[500];
sprintf(buf, CGI->generaltexth->allTexts[294].c_str(), sactive->amount == 1 ? sactive->creature->nameSing.c_str() : sactive->creature->namePl.c_str());
console->alterTxt = buf;
console->whoSetAlter = 0;
}
}
}
}
else if(spellDestSelectMode)
{
int myNumber = -1; //number of hovered tile
for(int g=0; g<BFIELD_SIZE; ++g)
{
if(bfield[g].hovered && bfield[g].strictHovered)
{
myNumber = g;
break;
}
}
if(myNumber == -1)
{
CGI->curh->changeGraphic(1, 0);
//setting console text
console->alterTxt = CGI->generaltexth->allTexts[23];
console->whoSetAlter = 0;
}
else
{
//get dead stack if we cast resurrection or animate dead
const CStack * stackUnder = LOCPLINT->cb->battleGetStackByPos(myNumber, spellToCast->additionalInfo != 38 && spellToCast->additionalInfo != 39);
if(stackUnder && spellToCast->additionalInfo == 39 && !stackUnder->hasFeatureOfType(StackFeature::UNDEAD)) //animate dead can be cast only on living creatures
stackUnder = NULL;
bool whichCase; //for cases 1, 2 and 3
switch(spellSelMode)
{
case 1:
whichCase = stackUnder && LOCPLINT->playerID == stackUnder->owner;
break;
case 2:
whichCase = stackUnder && LOCPLINT->playerID != stackUnder->owner;
break;
case 3:
whichCase = stackUnder;
break;
}
switch(spellSelMode)
{
case 0:
CGI->curh->changeGraphic(3, 0);
//setting console text
char buf[500];
sprintf(buf, CGI->generaltexth->allTexts[26].c_str(), CGI->spellh->spells[spellToCast->additionalInfo].name.c_str());
console->alterTxt = buf;
console->whoSetAlter = 0;
break;
case 1: case 2: case 3:
if( whichCase )
{
CGI->curh->changeGraphic(3, 0);
//setting console text
char buf[500];
std::string creName = stackUnder->amount > 1 ? stackUnder->creature->namePl : stackUnder->creature->nameSing;
sprintf(buf, CGI->generaltexth->allTexts[27].c_str(), CGI->spellh->spells[spellToCast->additionalInfo].name.c_str(), creName.c_str());
console->alterTxt = buf;
console->whoSetAlter = 0;
break;
}
else
{
CGI->curh->changeGraphic(1, 0);
//setting console text
console->alterTxt = CGI->generaltexth->allTexts[23];
console->whoSetAlter = 0;
}
break;
case 4: //TODO: implement this case
break;
}
}
}
}
void CBattleInterface::clickRight(tribool down, bool previousState)
{
if(!down && spellDestSelectMode)
{
endCastingSpell();
}
}
bool CBattleInterface::reverseCreature(int number, int hex, bool wideTrick)
{
if(creAnims[number]==NULL)
return false; //there is no such creature
creAnims[number]->setType(8);
//int firstFrame = creAnims[number]->getFrame();
//for(int g=0; creAnims[number]->getFrame() != creAnims[number]->framesInGroup(8) + firstFrame - 1; ++g)
while(!creAnims[number]->onLastFrameInGroup())
{
show(screen);
CSDL_Ext::update(screen);
SDL_framerateDelay(LOCPLINT->mainFPSmng);
}
creDir[number] = !creDir[number];
const CStack * curs = LOCPLINT->cb->battleGetStackByID(number);
std::pair <int, int> coords = CBattleHex::getXYUnitAnim(hex, creDir[number], curs);
creAnims[number]->pos.x = coords.first;
//creAnims[number]->pos.y = coords.second;
if(wideTrick && curs->hasFeatureOfType(StackFeature::DOUBLE_WIDE))
{
if(curs->attackerOwned)
{
if(!creDir[number])
creAnims[number]->pos.x -= 44;
}
else
{
if(creDir[number])
creAnims[number]->pos.x += 44;
}
}
creAnims[number]->setType(7);
//firstFrame = creAnims[number]->getFrame();
//for(int g=0; creAnims[number]->getFrame() != creAnims[number]->framesInGroup(7) + firstFrame - 1; ++g)
while(!creAnims[number]->onLastFrameInGroup())
{
show(screen);
CSDL_Ext::update(screen);
SDL_framerateDelay(LOCPLINT->mainFPSmng);
}
creAnims[number]->setType(2);
return true;
}
void CBattleInterface::handleStartMoving(int number)
{
for(int i=0; i<creAnims[number]->framesInGroup(20)*getAnimSpeedMultiplier()-1; ++i)
{
show(screen);
CSDL_Ext::update(screen);
SDL_framerateDelay(LOCPLINT->mainFPSmng);
if((animCount+1)%(4/settings.animSpeed)==0)
creAnims[number]->incrementFrame();
}
}
void CBattleInterface::bOptionsf()
{
CGI->curh->changeGraphic(0,0);
SDL_Rect temp_rect = genRect(431, 481, 160, 84);
CBattleOptionsWindow * optionsWin = new CBattleOptionsWindow(temp_rect, this);
GH.pushInt(optionsWin);
}
void CBattleInterface::bSurrenderf()
{
}
void CBattleInterface::bFleef()
{
if( LOCPLINT->cb->battleCanFlee() )
{
CFunctionList<void()> ony = boost::bind(&CBattleInterface::reallyFlee,this);
LOCPLINT->showYesNoDialog(CGI->generaltexth->allTexts[28],std::vector<SComponent*>(), ony, 0, false);
}
else
{
std::vector<SComponent*> comps;
std::string heroName;
//calculating fleeing hero's name
if(attackingHeroInstance)
if(attackingHeroInstance->tempOwner == LOCPLINT->cb->getMyColor())
heroName = attackingHeroInstance->name;
if(defendingHeroInstance)
if(defendingHeroInstance->tempOwner == LOCPLINT->cb->getMyColor())
heroName = defendingHeroInstance->name;
//calculating text
char buffer[1000];
sprintf(buffer, CGI->generaltexth->allTexts[340].c_str(), heroName.c_str());
//printing message
LOCPLINT->showInfoDialog(std::string(buffer), comps);
}
}
void CBattleInterface::reallyFlee()
{
giveCommand(4,0,0);
CGI->curh->changeGraphic(0, 0);
}
void CBattleInterface::bAutofightf()
{
}
void CBattleInterface::bSpellf()
{
CGI->curh->changeGraphic(0,0);
const CGHeroInstance * chi = NULL;
if(attackingHeroInstance->tempOwner == LOCPLINT->playerID)
chi = attackingHeroInstance;
else
chi = defendingHeroInstance;
CSpellWindow * spellWindow = new CSpellWindow(genRect(595, 620, (conf.cc.resx - 620)/2, (conf.cc.resy - 595)/2), chi);
GH.pushInt(spellWindow);
}
void CBattleInterface::bWaitf()
{
if(activeStack != -1)
giveCommand(8,0,activeStack);
}
void CBattleInterface::bDefencef()
{
if(activeStack != -1)
giveCommand(3,0,activeStack);
}
void CBattleInterface::bConsoleUpf()
{
console->scrollUp();
}
void CBattleInterface::bConsoleDownf()
{
console->scrollDown();
}
void CBattleInterface::newStack(int stackID)
{
const CStack * newStack = LOCPLINT->cb->battleGetStackByID(stackID);
std::pair <int, int> coords = CBattleHex::getXYUnitAnim(newStack->position, newStack->owner == attackingHeroInstance->tempOwner, newStack);
creAnims[stackID] = (new CCreatureAnimation(newStack->creature->animDefName));
creAnims[stackID]->setType(2);
creAnims[stackID]->pos = genRect(creAnims[newStack->ID]->fullHeight, creAnims[newStack->ID]->fullWidth, coords.first, coords.second);
creDir[stackID] = newStack->owner == attackingHeroInstance->tempOwner;
}
void CBattleInterface::stackRemoved(int stackID)
{
delete creAnims[stackID];
creAnims.erase(stackID);
}
void CBattleInterface::stackActivated(int number)
{
//givenCommand = NULL;
activeStack = number;
myTurn = true;
redrawBackgroundWithHexes(number);
bWait->block(vstd::contains(LOCPLINT->cb->battleGetStackByID(number)->state,WAITING)); //block waiting button if stack has been already waiting
//block cast spell button if hero doesn't have a spellbook
if(attackingHeroInstance && attackingHeroInstance->tempOwner==LOCPLINT->cb->battleGetStackByID(number)->owner)
{
if(!attackingHeroInstance->getArt(17)) //don't unlock if already locked
bSpell->block(!attackingHeroInstance->getArt(17));
}
else if(defendingHeroInstance && defendingHeroInstance->tempOwner==LOCPLINT->cb->battleGetStackByID(number)->owner)
{
if(!defendingHeroInstance->getArt(17)) //don't unlock if already locked
bSpell->block(!defendingHeroInstance->getArt(17));
}
}
void CBattleInterface::stackMoved(int number, int destHex, bool endMoving, int distance)
{
bool startMoving = creAnims[number]->getType()==20;
//a few useful variables
int curStackPos = LOCPLINT->cb->battleGetPos(number);
int steps = creAnims[number]->framesInGroup(0)*getAnimSpeedMultiplier()-1;
int hexWbase = 44, hexHbase = 42;
const CStack * movedStack = LOCPLINT->cb->battleGetStackByID(number);
bool twoTiles = movedStack->hasFeatureOfType(StackFeature::DOUBLE_WIDE);
std::pair<int, int> begPosition = CBattleHex::getXYUnitAnim(curStackPos, movedStack->attackerOwned, movedStack);
std::pair<int, int> endPosition = CBattleHex::getXYUnitAnim(destHex, movedStack->attackerOwned, movedStack);
if(startMoving) //animation of starting move; some units don't have this animation (ie. halberdier)
{
if (movedStack->creature->sounds.startMoving)
CGI->soundh->playSound(movedStack->creature->sounds.startMoving);
handleStartMoving(number);
}
if(moveStarted)
{
moveSh = CGI->soundh->playSound(movedStack->creature->sounds.move, -1);
CGI->curh->hide();
creAnims[number]->setType(0);
moveStarted = false;
}
int mutPos = BattleInfo::mutualPosition(curStackPos, destHex);
float stepX=0.0, stepY=0.0; //how far stack is moved in one frame; calculated later
//reverse unit if necessary
if((begPosition.first > endPosition.first) && creDir[number] == true)
{
reverseCreature(number, curStackPos, twoTiles);
}
else if ((begPosition.first < endPosition.first) && creDir[number] == false)
{
reverseCreature(number, curStackPos, twoTiles);
}
if(creAnims[number]->getType() != 0)
{
creAnims[number]->setType(0);
}
//unit reversed
//step shift calculation
float posX = creAnims[number]->pos.x, posY = creAnims[number]->pos.y; // for precise calculations ;]
if(mutPos == -1 && movedStack->hasFeatureOfType(StackFeature::FLYING))
{
steps *= distance;
stepX = (endPosition.first - (float)begPosition.first)/steps;
stepY = (endPosition.second - (float)begPosition.second)/steps;
}
else
{
switch(mutPos)
{
case 0:
stepX = (-1.0)*((float)hexWbase)/(2.0f*steps);
stepY = (-1.0)*((float)hexHbase)/((float)steps);
break;
case 1:
stepX = ((float)hexWbase)/(2.0f*steps);
stepY = (-1.0)*((float)hexHbase)/((float)steps);
break;
case 2:
stepX = ((float)hexWbase)/((float)steps);
stepY = 0.0;
break;
case 3:
stepX = ((float)hexWbase)/(2.0f*steps);
stepY = ((float)hexHbase)/((float)steps);
break;
case 4:
stepX = (-1.0)*((float)hexWbase)/(2.0f*steps);
stepY = ((float)hexHbase)/((float)steps);
break;
case 5:
stepX = (-1.0)*((float)hexWbase)/((float)steps);
stepY = 0.0;
break;
}
}
//step shifts calculated
//switch(mutPos) //reverse unit if necessary
//{
//case 0: case 4: case 5:
// if(creDir[number] == true)
// reverseCreature(number, curStackPos, twoTiles);
// break;
//case 1: case 2: case 3:
// if(creDir[number] == false)
// reverseCreature(number, curStackPos, twoTiles);
// break;
//}
//moving instructions
for(int i=0; i<steps; ++i)
{
posX += stepX;
creAnims[number]->pos.x = posX;
posY += stepY;
creAnims[number]->pos.y = posY;
show(screen);
CSDL_Ext::update(screen);
SDL_framerateDelay(LOCPLINT->mainFPSmng);
}
//unit moved
if(endMoving)
{
handleEndOfMove(number, destHex);
}
std::pair <int, int> coords = CBattleHex::getXYUnitAnim(destHex, creDir[number], movedStack);
creAnims[number]->pos.x = coords.first;
if(!endMoving && twoTiles && (movedStack->owner == attackingHeroInstance->tempOwner) && (creDir[number] != (movedStack->owner == attackingHeroInstance->tempOwner))) //big attacker creature is reversed
creAnims[number]->pos.x -= 44;
else if(!endMoving && twoTiles && (movedStack->owner != attackingHeroInstance->tempOwner) && (creDir[number] != (movedStack->owner == attackingHeroInstance->tempOwner))) //big defender creature is reversed
creAnims[number]->pos.x += 44;
creAnims[number]->pos.y = coords.second;
}
void CBattleInterface::stacksAreAttacked(std::vector<CBattleInterface::SStackAttackedInfo> attackedInfos)
{
//restoring default state of battleWindow by calling show func
while(true)
{
show(screen);
CSDL_Ext::update();
SDL_framerateDelay(LOCPLINT->mainFPSmng);
//checking break conditions
bool break_loop = true;
for(size_t g=0; g<attackedInfos.size(); ++g)
{
if(creAnims[attackedInfos[g].ID]->getType() != 2)
{
break_loop = false;
}
if(attackingInfo && attackingInfo->IDby == attackedInfos[g].IDby)
{
break_loop = false;
}
}
if(break_loop) break;
}
if(attackedInfos.size() == 1 && attackedInfos[0].byShooting) //delay hit animation
{
CStack attacker = *LOCPLINT->cb->battleGetStackByID(attackedInfos[0].IDby);
while(true)
{
bool found = false;
for(std::list<SProjectileInfo>::const_iterator it = projectiles.begin(); it!=projectiles.end(); ++it)
{
if(it->creID == attacker.creature->idNumber)
{
found = true;
break;
}
}
if(!found)
break;
else
{
show(screen);
CSDL_Ext::update(screen);
SDL_framerateDelay(LOCPLINT->mainFPSmng);
}
}
}
//initializing
int maxLen = 0;
for(size_t g=0; g<attackedInfos.size(); ++g)
{
const CStack * attacked = LOCPLINT->cb->battleGetStackByID(attackedInfos[g].ID, false);
if(attackedInfos[g].killed)
{
CGI->soundh->playSound(attacked->creature->sounds.killed);
creAnims[attackedInfos[g].ID]->setType(5); //death
}
else
{
// TODO: this block doesn't seems correct if the unit is defending.
CGI->soundh->playSound(attacked->creature->sounds.wince);
creAnims[attackedInfos[g].ID]->setType(3); //getting hit
}
}
//main showing loop
bool continueLoop = true;
while(continueLoop)
{
show(screen);
CSDL_Ext::update(screen);
SDL_Delay(5);
SDL_framerateDelay(LOCPLINT->mainFPSmng);
for(size_t g=0; g<attackedInfos.size(); ++g)
{
if((animCount+1)%(4/settings.animSpeed)==0 && !creAnims[attackedInfos[g].ID]->onLastFrameInGroup())
{
creAnims[attackedInfos[g].ID]->incrementFrame();
}
if(creAnims[attackedInfos[g].ID]->onLastFrameInGroup() && creAnims[attackedInfos[g].ID]->getType() == 3)
creAnims[attackedInfos[g].ID]->setType(2);
}
bool isAnotherOne = false; //if true, there is a stack whose hit/death anim must be continued
for(size_t g=0; g<attackedInfos.size(); ++g)
{
if(!creAnims[attackedInfos[g].ID]->onLastFrameInGroup())
{
isAnotherOne = true;
break;
}
}
if(!isAnotherOne)
continueLoop = false;
}
//restoring animType
for(size_t g=0; g<attackedInfos.size(); ++g)
{
if(creAnims[attackedInfos[g].ID]->getType() == 3)
creAnims[attackedInfos[g].ID]->setType(2);
}
//printing info to console
for(size_t g=0; g<attackedInfos.size(); ++g)
{
if(attackedInfos[g].IDby!=-1)
printConsoleAttacked(attackedInfos[g].ID, attackedInfos[g].dmg, attackedInfos[g].amountKilled, attackedInfos[g].IDby);
}
}
void CBattleInterface::stackAttacking(int ID, int dest)
{
if(attackingInfo == NULL && creAnims[ID]->getType() == 20)
{
handleStartMoving(ID);
creAnims[ID]->setType(2);
}
while(attackingInfo != NULL || creAnims[ID]->getType()!=2)
{
show(screen);
CSDL_Ext::update(screen);
SDL_framerateDelay(LOCPLINT->mainFPSmng);
}
CStack aStack = *LOCPLINT->cb->battleGetStackByID(ID); //attacking stack
int reversedShift = 0; //shift of attacking stack's position due to reversing
if(aStack.attackerOwned)
{
if(aStack.hasFeatureOfType(StackFeature::DOUBLE_WIDE))
{
switch(BattleInfo::mutualPosition(aStack.position, dest)) //attack direction
{
case 0:
//reverseCreature(ID, aStack.position, true);
break;
case 1:
break;
case 2:
break;
case 3:
break;
case 4:
//reverseCreature(ID, aStack.position, true);
break;
case 5:
reverseCreature(ID, aStack.position, true);
break;
case -1:
if(BattleInfo::mutualPosition(aStack.position + (aStack.attackerOwned ? -1 : 1), dest) >= 0) //if reversing stack will make its position adjacent to dest
{
reverseCreature(ID, aStack.position, true);
reversedShift = (aStack.attackerOwned ? -1 : 1);
}
break;
}
}
else //else for if(aStack.hasFeatureOfType(StackFeature::DOUBLE_WIDE))
{
switch(BattleInfo::mutualPosition(aStack.position, dest)) //attack direction
{
case 0:
reverseCreature(ID, aStack.position, true);
break;
case 1:
break;
case 2:
break;
case 3:
break;
case 4:
reverseCreature(ID, aStack.position, true);
break;
case 5:
reverseCreature(ID, aStack.position, true);
break;
}
}
}
else //if(aStack.attackerOwned)
{
if(aStack.hasFeatureOfType(StackFeature::DOUBLE_WIDE))
{
switch(BattleInfo::mutualPosition(aStack.position, dest)) //attack direction
{
case 0:
//reverseCreature(ID, aStack.position, true);
break;
case 1:
break;
case 2:
reverseCreature(ID, aStack.position, true);
break;
case 3:
break;
case 4:
//reverseCreature(ID, aStack.position, true);
break;
case 5:
//reverseCreature(ID, aStack.position, true);
break;
case -1:
if(BattleInfo::mutualPosition(aStack.position + (aStack.attackerOwned ? -1 : 1), dest) >= 0) //if reversing stack will make its position adjacent to dest
{
reverseCreature(ID, aStack.position, true);
reversedShift = (aStack.attackerOwned ? -1 : 1);
}
break;
}
}
else //else for if(aStack.hasFeatureOfType(StackFeature::DOUBLE_WIDE))
{
switch(BattleInfo::mutualPosition(aStack.position, dest)) //attack direction
{
case 0:
//reverseCreature(ID, aStack.position, true);
break;
case 1:
reverseCreature(ID, aStack.position, true);
break;
case 2:
reverseCreature(ID, aStack.position, true);
break;
case 3:
reverseCreature(ID, aStack.position, true);
break;
case 4:
//reverseCreature(ID, aStack.position, true);
break;
case 5:
//reverseCreature(ID, aStack.position, true);
break;
}
}
}
attackingInfo = new CAttHelper;
attackingInfo->dest = dest;
attackingInfo->frame = 0;
attackingInfo->hitCount = 0;
attackingInfo->ID = ID;
attackingInfo->IDby = LOCPLINT->cb->battleGetStackByPos(dest)->ID;
attackingInfo->reversing = false;
attackingInfo->posShiftDueToDist = reversedShift;
attackingInfo->shooting = false;
attackingInfo->sh = -1;
switch(BattleInfo::mutualPosition(aStack.position + reversedShift, dest)) //attack direction
{
case 0:
attackingInfo->maxframe = creAnims[ID]->framesInGroup(11);
break;
case 1:
attackingInfo->maxframe = creAnims[ID]->framesInGroup(11);
break;
case 2:
attackingInfo->maxframe = creAnims[ID]->framesInGroup(12);
break;
case 3:
attackingInfo->maxframe = creAnims[ID]->framesInGroup(13);
break;
case 4:
attackingInfo->maxframe = creAnims[ID]->framesInGroup(13);
break;
case 5:
attackingInfo->maxframe = creAnims[ID]->framesInGroup(12);
break;
default:
tlog1<<"Critical Error! Wrong dest in stackAttacking! dest: "<<dest<<" attacking stack pos: "<<aStack.position<<" reversed shift: "<<reversedShift<<std::endl;
}
}
void CBattleInterface::newRound(int number)
{
console->addText(CGI->generaltexth->allTexts[412]);
//unlock spellbook
bSpell->block(!LOCPLINT->cb->battleCanCastSpell());
}
void CBattleInterface::giveCommand(ui8 action, ui16 tile, ui32 stack, si32 additional)
{
BattleAction * ba = new BattleAction(); //is deleted in CPlayerInterface::activeStack()
ba->side = defendingHeroInstance ? (LOCPLINT->playerID == defendingHeroInstance->tempOwner) : false;
ba->actionType = action;
ba->destinationTile = tile;
ba->stackNumber = stack;
ba->additionalInfo = additional;
givenCommand->setn(ba);
myTurn = false;
activeStack = -1;
}
bool CBattleInterface::isTileAttackable(const int & number) const
{
for(size_t b=0; b<shadedHexes.size(); ++b)
{
if(BattleInfo::mutualPosition(shadedHexes[b], number) != -1 || shadedHexes[b] == number)
return true;
}
return false;
}
void CBattleInterface::handleEndOfMove(int stackNumber, int destinationTile)
{
const CStack * movedStack = LOCPLINT->cb->battleGetStackByID(stackNumber);
if(!movedStack)
return;
if(creAnims[stackNumber]->framesInGroup(21)!=0) // some units don't have this animation (ie. halberdier)
{
if (movedStack->creature->sounds.endMoving)
{
CGI->soundh->playSound(movedStack->creature->sounds.endMoving);
}
creAnims[stackNumber]->setType(21);
//for(int i=0; i<creAnims[number]->framesInGroup(21)*getAnimSpeedMultiplier()-1; ++i)
while(!creAnims[stackNumber]->onLastFrameInGroup())
{
show(screen);
CSDL_Ext::update(screen);
SDL_framerateDelay(LOCPLINT->mainFPSmng);
}
}
creAnims[stackNumber]->setType(2); //resetting to default
CGI->curh->show();
CGI->soundh->stopSound(moveSh);
if(creDir[stackNumber] != (movedStack->owner == attackingHeroInstance->tempOwner))
reverseCreature(stackNumber, destinationTile, movedStack->hasFeatureOfType(StackFeature::DOUBLE_WIDE));
}
void CBattleInterface::hexLclicked(int whichOne)
{
if((whichOne%BFIELD_WIDTH)!=0 && (whichOne%BFIELD_WIDTH)!=(BFIELD_WIDTH-1)) //if player is trying to attack enemey unit or move creature stack
{
if(!myTurn)
return; //we are not permit to do anything
if(spellDestSelectMode)
{
//checking destination
bool allowCasting = true;
bool onlyAlive = spellToCast->additionalInfo != 38 && spellToCast->additionalInfo != 39; //when casting resurrection or animate dead we should be allow to select dead stack
switch(spellSelMode)
{
case 1:
if(!LOCPLINT->cb->battleGetStackByPos(whichOne, onlyAlive) || LOCPLINT->playerID != LOCPLINT->cb->battleGetStackByPos(whichOne, onlyAlive)->owner )
allowCasting = false;
break;
case 2:
if(!LOCPLINT->cb->battleGetStackByPos(whichOne, onlyAlive) || LOCPLINT->playerID == LOCPLINT->cb->battleGetStackByPos(whichOne, onlyAlive)->owner )
allowCasting = false;
break;
case 3:
if(!LOCPLINT->cb->battleGetStackByPos(whichOne, onlyAlive))
allowCasting = false;
break;
case 4: //TODO: implement this case
break;
}
//destination checked
if(allowCasting)
{
spellToCast->destinationTile = whichOne;
LOCPLINT->cb->battleMakeAction(spellToCast);
endCastingSpell();
}
}
else
{
const CStack* dest = LOCPLINT->cb->battleGetStackByPos(whichOne); //creature at destination tile; -1 if there is no one
if(!dest || !dest->alive()) //no creature at that tile
{
if(std::find(shadedHexes.begin(),shadedHexes.end(),whichOne)!=shadedHexes.end())// and it's in our range
{
CGI->curh->changeGraphic(1, 6); //cursor should be changed
if(LOCPLINT->cb->battleGetStackByID(activeStack)->hasFeatureOfType(StackFeature::DOUBLE_WIDE))
{
std::vector<int> acc = LOCPLINT->cb->battleGetAvailableHexes(activeStack, false);
int shiftedDest = whichOne + (LOCPLINT->cb->battleGetStackByID(activeStack)->attackerOwned ? 1 : -1);
if(vstd::contains(acc, whichOne))
giveCommand(2,whichOne,activeStack);
else if(vstd::contains(acc, shiftedDest))
giveCommand(2,shiftedDest,activeStack);
}
else
{
giveCommand(2,whichOne,activeStack);
}
}
}
else if(dest->owner != attackingHeroInstance->tempOwner
&& LOCPLINT->cb->battleCanShoot(activeStack, whichOne) ) //shooting
{
CGI->curh->changeGraphic(1, 6); //cursor should be changed
giveCommand(7,whichOne,activeStack);
}
else if(dest->owner != attackingHeroInstance->tempOwner) //attacking
{
switch(CGI->curh->number)
{
case 12: //from bottom right
{
int destHex = whichOne + ( (whichOne/BFIELD_WIDTH)%2 ? BFIELD_WIDTH : BFIELD_WIDTH+1 );
if(vstd::contains(shadedHexes, destHex))
giveCommand(6,destHex,activeStack,whichOne);
else if(attackingHeroInstance->tempOwner == LOCPLINT->cb->getMyColor()) //if we are attacker
{
if(vstd::contains(shadedHexes, destHex+1))
giveCommand(6,destHex+1,activeStack,whichOne);
}
else //if we are defneder
{
if(vstd::contains(shadedHexes, destHex-1))
giveCommand(6,destHex-1,activeStack,whichOne);
}
break;
}
case 7: //from bottom left
{
int destHex = whichOne + ( (whichOne/BFIELD_WIDTH)%2 ? BFIELD_WIDTH-1 : BFIELD_WIDTH );
if(vstd::contains(shadedHexes, destHex))
giveCommand(6,destHex,activeStack,whichOne);
else if(attackingHeroInstance->tempOwner == LOCPLINT->cb->getMyColor()) //if we are attacker
{
if(vstd::contains(shadedHexes, destHex+1))
giveCommand(6,destHex+1,activeStack,whichOne);
}
else //if we are defneder
{
if(vstd::contains(shadedHexes, destHex-1))
giveCommand(6,destHex-1,activeStack,whichOne);
}
break;
}
case 8: //from left
if(LOCPLINT->cb->battleGetStackByID(activeStack)->hasFeatureOfType(StackFeature::DOUBLE_WIDE) && !LOCPLINT->cb->battleGetStackByID(activeStack)->attackerOwned)
{
std::vector<int> acc = LOCPLINT->cb->battleGetAvailableHexes(activeStack, false);
if(vstd::contains(acc, whichOne))
giveCommand(6,whichOne - 1,activeStack,whichOne);
else
giveCommand(6,whichOne - 2,activeStack,whichOne);
}
else
{
giveCommand(6,whichOne - 1,activeStack,whichOne);
}
break;
case 9: //from top left
{
int destHex = whichOne - ( (whichOne/BFIELD_WIDTH)%2 ? BFIELD_WIDTH+1 : BFIELD_WIDTH );
if(vstd::contains(shadedHexes, destHex))
giveCommand(6,destHex,activeStack,whichOne);
else if(attackingHeroInstance->tempOwner == LOCPLINT->cb->getMyColor()) //if we are attacker
{
if(vstd::contains(shadedHexes, destHex+1))
giveCommand(6,destHex+1,activeStack,whichOne);
}
else //if we are defneder
{
if(vstd::contains(shadedHexes, destHex-1))
giveCommand(6,destHex-1,activeStack,whichOne);
}
break;
}
case 10: //from top right
{
int destHex = whichOne - ( (whichOne/BFIELD_WIDTH)%2 ? BFIELD_WIDTH : BFIELD_WIDTH-1 );
if(vstd::contains(shadedHexes, destHex))
giveCommand(6,destHex,activeStack,whichOne);
else if(attackingHeroInstance->tempOwner == LOCPLINT->cb->getMyColor()) //if we are attacker
{
if(vstd::contains(shadedHexes, destHex+1))
giveCommand(6,destHex+1,activeStack,whichOne);
}
else //if we are defneder
{
if(vstd::contains(shadedHexes, destHex-1))
giveCommand(6,destHex-1,activeStack,whichOne);
}
break;
}
case 11: //from right
if(LOCPLINT->cb->battleGetStackByID(activeStack)->hasFeatureOfType(StackFeature::DOUBLE_WIDE) && LOCPLINT->cb->battleGetStackByID(activeStack)->attackerOwned)
{
std::vector<int> acc = LOCPLINT->cb->battleGetAvailableHexes(activeStack, false);
if(vstd::contains(acc, whichOne))
giveCommand(6,whichOne + 1,activeStack,whichOne);
else
giveCommand(6,whichOne + 2,activeStack,whichOne);
}
else
{
giveCommand(6,whichOne + 1,activeStack,whichOne);
}
break;
}
CGI->curh->changeGraphic(1, 6); //cursor should be changed
}
}
}
}
void CBattleInterface::stackIsShooting(int ID, int dest)
{
if(attackingInfo != NULL)
{
return; //something went wrong
}
//projectile
float projectileAngle; //in radians; if positive, projectiles goes up
float straightAngle = 0.2f; //maximal angle in radians between straight horizontal line and shooting line for which shot is considered to be straight (absoulte value)
int fromHex = LOCPLINT->cb->battleGetPos(ID);
projectileAngle = atan2(float(abs(dest - fromHex)/BFIELD_WIDTH), float(abs(dest - fromHex)%BFIELD_WIDTH));
if(fromHex < dest)
projectileAngle = -projectileAngle;
SProjectileInfo spi;
spi.creID = LOCPLINT->cb->battleGetStackByID(ID)->creature->idNumber;
spi.reverse = !LOCPLINT->cb->battleGetStackByID(ID)->attackerOwned;
spi.step = 0;
spi.frameNum = 0;
spi.spin = CGI->creh->idToProjectileSpin[spi.creID];
std::pair<int, int> xycoord = CBattleHex::getXYUnitAnim(LOCPLINT->cb->battleGetPos(ID), true, LOCPLINT->cb->battleGetStackByID(ID));
std::pair<int, int> destcoord = CBattleHex::getXYUnitAnim(dest, false, LOCPLINT->cb->battleGetStackByID(ID));
destcoord.first += 250; destcoord.second += 210; //TODO: find a better place to shoot
if(projectileAngle > straightAngle) //upper shot
{
spi.x = xycoord.first + 200 + LOCPLINT->cb->battleGetCreature(ID).upperRightMissleOffsetX;
spi.y = xycoord.second + 100 - LOCPLINT->cb->battleGetCreature(ID).upperRightMissleOffsetY;
}
else if(projectileAngle < -straightAngle) //lower shot
{
spi.x = xycoord.first + 200 + LOCPLINT->cb->battleGetCreature(ID).lowerRightMissleOffsetX;
spi.y = xycoord.second + 150 - LOCPLINT->cb->battleGetCreature(ID).lowerRightMissleOffsetY;
}
else //straight shot
{
spi.x = xycoord.first + 200 + LOCPLINT->cb->battleGetCreature(ID).rightMissleOffsetX;
spi.y = xycoord.second + 125 - LOCPLINT->cb->battleGetCreature(ID).rightMissleOffsetY;
}
spi.lastStep = sqrt((float)((destcoord.first - spi.x)*(destcoord.first - spi.x) + (destcoord.second - spi.y) * (destcoord.second - spi.y))) / 40;
if(spi.lastStep == 0)
spi.lastStep = 1;
spi.dx = (destcoord.first - spi.x) / spi.lastStep;
spi.dy = (destcoord.second - spi.y) / spi.lastStep;
//set starting frame
if(spi.spin)
{
spi.frameNum = 0;
}
else
{
spi.frameNum = ((M_PI/2.0f - projectileAngle) / (2.0f *M_PI) + 1/((float)(2*(idToProjectile[spi.creID]->ourImages.size()-1)))) * (idToProjectile[spi.creID]->ourImages.size()-1);
}
//set delay
spi.animStartDelay = CGI->creh->creatures[spi.creID].attackClimaxFrame;
projectiles.push_back(spi);
//attack aniamtion
attackingInfo = new CAttHelper;
attackingInfo->dest = dest;
attackingInfo->frame = 0;
attackingInfo->hitCount = 0;
attackingInfo->ID = ID;
attackingInfo->reversing = false;
attackingInfo->posShiftDueToDist = 0;
attackingInfo->shooting = true;
attackingInfo->sh = -1;
if(projectileAngle > straightAngle) //upper shot
attackingInfo->shootingGroup = 14;
else if(projectileAngle < -straightAngle) //lower shot
attackingInfo->shootingGroup = 16;
else //straight shot
attackingInfo->shootingGroup = 15;
attackingInfo->maxframe = creAnims[ID]->framesInGroup(attackingInfo->shootingGroup);
}
void CBattleInterface::battleFinished(const BattleResult& br)
{
CGI->curh->changeGraphic(0,0);
SDL_Rect temp_rect = genRect(561, 470, (screen->w - 800)/2 + 165, (screen->h - 600)/2 + 19);
CGI->musich->stopMusic();
resWindow = new CBattleResultWindow(br, temp_rect, this);
GH.pushInt(resWindow);
}
void CBattleInterface::spellCast(SpellCast * sc)
{
CSpell &spell = CGI->spellh->spells[sc->id];
if(sc->side == !LOCPLINT->cb->battleGetStackByID(activeStack)->attackerOwned)
bSpell->block(true);
std::vector< std::string > anims; //for magic arrow and ice bolt
if (spell.soundID != soundBase::invalid)
CGI->soundh->playSound(spell.soundID);
switch(sc->id)
{
case 15: //magic arrow
{
//initialization of anims
anims.push_back("C20SPX0.DEF"); anims.push_back("C20SPX1.DEF"); anims.push_back("C20SPX2.DEF"); anims.push_back("C20SPX3.DEF"); anims.push_back("C20SPX4.DEF");
}
case 16: //ice bolt
{
if(anims.size() == 0) //initialization of anims
{
anims.push_back("C08SPW0.DEF"); anims.push_back("C08SPW1.DEF"); anims.push_back("C08SPW2.DEF"); anims.push_back("C08SPW3.DEF"); anims.push_back("C08SPW4.DEF");
}
} //end of ice bolt only part
{ //common ice bolt and magic arrow part
//initial variables
std::string animToDisplay;
std::pair<int, int> srccoord = sc->side ? std::make_pair(770, 60) : std::make_pair(30, 60);
std::pair<int, int> destcoord = CBattleHex::getXYUnitAnim(sc->tile, !sc->side, LOCPLINT->cb->battleGetStackByPos(sc->tile)); //position attacked by arrow
destcoord.first += 250; destcoord.second += 240;
//animation angle
float angle = atan2(float(destcoord.first - srccoord.first), float(destcoord.second - srccoord.second));
//choosing animation by angle
if(angle > 1.50)
animToDisplay = anims[0];
else if(angle > 1.20)
animToDisplay = anims[1];
else if(angle > 0.90)
animToDisplay = anims[2];
else if(angle > 0.60)
animToDisplay = anims[3];
else
animToDisplay = anims[4];
//displaying animation
int steps = sqrt((float)((destcoord.first - srccoord.first)*(destcoord.first - srccoord.first) + (destcoord.second - srccoord.second) * (destcoord.second - srccoord.second))) / 40;
if(steps <= 0)
steps = 1;
CDefHandler * animDef = CDefHandler::giveDef(animToDisplay);
int dx = (destcoord.first - srccoord.first - animDef->ourImages[0].bitmap->w)/steps, dy = (destcoord.second - srccoord.second - animDef->ourImages[0].bitmap->h)/steps;
SDL_Rect buf;
SDL_GetClipRect(screen, &buf);
SDL_SetClipRect(screen, &pos); //setting rect we can blit to
for(int g=0; g<steps; ++g)
{
show(screen);
SDL_Rect & srcr = animDef->ourImages[g%animDef->ourImages.size()].bitmap->clip_rect;
SDL_Rect dstr = genRect(srcr.h, srcr.w, srccoord.first + g*dx, srccoord.second + g*dy);
SDL_BlitSurface(animDef->ourImages[g%animDef->ourImages.size()].bitmap, &srcr, screen, &dstr);
CSDL_Ext::update(screen);
SDL_framerateDelay(LOCPLINT->mainFPSmng);
}
SDL_SetClipRect(screen, &buf); //restoring previous clip rect
break; //for 15 and 16 cases
}
case 17: //lightning bolt
displayEffect(1, sc->tile);
displayEffect(spell.mainEffectAnim, sc->tile);
break;
case 35: //dispel
case 37: //cure
case 38: //resurrection
case 39: //animate dead
for(std::set<ui32>::const_iterator it = sc->affectedCres.begin(); it != sc->affectedCres.end(); ++it)
{
displayEffect(spell.mainEffectAnim, LOCPLINT->cb->battleGetStackByID(*it, false)->position);
}
break;
} //switch(sc->id)
//support for resistance
for(int j=0; j<sc->resisted.size(); ++j)
{
int tile = LOCPLINT->cb->battleGetStackByID(sc->resisted[j])->position;
displayEffect(78, tile);
}
}
void CBattleInterface::battleStacksEffectsSet(const SetStackEffect & sse)
{
for(std::set<ui32>::const_iterator ci = sse.stacks.begin(); ci!=sse.stacks.end(); ++ci)
{
displayEffect(CGI->spellh->spells[sse.effect.id].mainEffectAnim, LOCPLINT->cb->battleGetStackByID(*ci)->position);
}
redrawBackgroundWithHexes(activeStack);
}
void CBattleInterface::castThisSpell(int spellID)
{
BattleAction * ba = new BattleAction;
ba->actionType = 1;
ba->additionalInfo = spellID; //spell number
ba->destinationTile = -1;
ba->stackNumber = (attackingHeroInstance->tempOwner == LOCPLINT->playerID) ? -1 : -2;
ba->side = defendingHeroInstance ? (LOCPLINT->playerID == defendingHeroInstance->tempOwner) : false;
spellToCast = ba;
spellDestSelectMode = true;
//choosing possible tragets
const CGHeroInstance * castingHero = (attackingHeroInstance->tempOwner == LOCPLINT->playerID) ? attackingHeroInstance : attackingHeroInstance;
spellSelMode = 0;
if(CGI->spellh->spells[spellID].attributes.find("CREATURE_TARGET") != std::string::npos) //spell to be cast on one specific creature
{
switch(CGI->spellh->spells[spellID].positiveness)
{
case -1 :
spellSelMode = 2;
break;
case 0:
spellSelMode = 3;
break;
case 1:
spellSelMode = 1;
break;
}
}
if(CGI->spellh->spells[spellID].attributes.find("CREATURE_TARGET_1") != std::string::npos ||
CGI->spellh->spells[spellID].attributes.find("CREATURE_TARGET_2") != std::string::npos) //spell to be cast on a specific creature but massive on expert
{
if(castingHero && castingHero->getSpellSecLevel(spellID) < 3)
{
switch(CGI->spellh->spells[spellID].positiveness)
{
case -1 :
spellSelMode = 2;
break;
case 0:
spellSelMode = 3;
break;
case 1:
spellSelMode = 1;
break;
}
}
else
{
spellSelMode = -1;
}
}
if(spellSelMode == -1) //user does not have to select location
{
spellToCast->destinationTile = -1;
LOCPLINT->cb->battleMakeAction(spellToCast);
delete spellToCast;
spellToCast = NULL;
spellDestSelectMode = false;
CGI->curh->changeGraphic(1, 6);
}
else
{
CGI->curh->changeGraphic(3, 0);
}
}
void CBattleInterface::displayEffect(ui32 effect, int destTile)
{
if(effect == 12) //armageddon
{
if(graphics->battleACToDef[effect].size() != 0)
{
CDefHandler * anim = CDefHandler::giveDef(graphics->battleACToDef[effect][0]);
for(int i=0; i * anim->width < pos.w ; ++i)
{
for(int j=0; j * anim->height < pos.h ; ++j)
{
SBattleEffect be;
be.anim = CDefHandler::giveDef(graphics->battleACToDef[effect][0]);
be.frame = 0;
be.maxFrame = be.anim->ourImages.size();
be.x = i * anim->width;
be.y = j * anim->height;
battleEffects.push_back(be);
}
}
}
}
else
{
if(graphics->battleACToDef[effect].size() != 0)
{
SBattleEffect be;
be.anim = CDefHandler::giveDef(graphics->battleACToDef[effect][0]);
be.frame = 0;
be.maxFrame = be.anim->ourImages.size();
be.x = 22 * ( ((destTile/BFIELD_WIDTH) + 1)%2 ) + 44 * (destTile % BFIELD_WIDTH) + 45;
be.y = 105 + 42 * (destTile/BFIELD_WIDTH);
if(effect != 1 && effect != 0)
{
be.x -= be.anim->ourImages[0].bitmap->w/2;
be.y -= be.anim->ourImages[0].bitmap->h/2;
}
else if(effect == 1)
{
be.x -= be.anim->ourImages[0].bitmap->w;
be.y -= be.anim->ourImages[0].bitmap->h;
}
else if (effect == 0)
{
be.x -= be.anim->ourImages[0].bitmap->w/2;
be.y -= be.anim->ourImages[0].bitmap->h;
}
battleEffects.push_back(be);
}
}
//battleEffects
}
void CBattleInterface::setAnimSpeed(int set)
{
settings.animSpeed = set;
}
int CBattleInterface::getAnimSpeed() const
{
return settings.animSpeed;
}
float CBattleInterface::getAnimSpeedMultiplier() const
{
switch(settings.animSpeed)
{
case 1:
return 3.5f;
case 2:
return 2.2f;
case 4:
return 1.0f;
default:
return 0.0f;
}
}
void CBattleInterface::endCastingSpell()
{
assert(spellDestSelectMode);
delete spellToCast;
spellToCast = NULL;
spellDestSelectMode = false;
CGI->curh->changeGraphic(1, 6);
}
void CBattleInterface::attackingShowHelper()
{
if(attackingInfo && !attackingInfo->reversing)
{
if(attackingInfo->frame == 0)
{
const CStack * aStack = LOCPLINT->cb->battleGetStackByID(attackingInfo->ID); //attacking stack
if(attackingInfo->shooting)
{
// TODO: I see that we enter this function twice with
// attackingInfo->frame==0, so all the inits are done
// twice. The following is just a workaround until
// that is fixed. Once done, we can get rid of
// attackingInfo->sh
if (attackingInfo->sh == -1)
attackingInfo->sh = CGI->soundh->playSound(aStack->creature->sounds.shoot);
creAnims[attackingInfo->ID]->setType(attackingInfo->shootingGroup);
}
else
{
// TODO: see comment above
if (attackingInfo->sh == -1)
attackingInfo->sh = CGI->soundh->playSound(aStack->creature->sounds.attack);
std::map<int, int> dirToType = boost::assign::map_list_of (0, 11)(1, 11)(2, 12)(3, 13)(4, 13)(5, 12);
int type; //dependent on attack direction
if(aStack->hasFeatureOfType(StackFeature::DOUBLE_WIDE))
{
type = dirToType[ BattleInfo::mutualPosition(aStack->position + attackingInfo->posShiftDueToDist, attackingInfo->dest) ]; //attack direction
}
else //else for if(aStack->hasFeatureOfType(StackFeature::DOUBLE_WIDE))
{
type = BattleInfo::mutualPosition(aStack->position, attackingInfo->dest);
}
creAnims[attackingInfo->ID]->setType(type);
}
}
else if(attackingInfo->frame == (attackingInfo->maxframe - 1))
{
attackingInfo->reversing = true;
const CStack* aStackp = LOCPLINT->cb->battleGetStackByID(attackingInfo->ID); //attacking stack
if(aStackp == NULL)
return;
CStack aStack = *aStackp;
if(aStack.attackerOwned)
{
if(aStack.hasFeatureOfType(StackFeature::DOUBLE_WIDE))
{
switch(BattleInfo::mutualPosition(aStack.position, attackingInfo->dest)) //attack direction
{
case 0:
//reverseCreature(ID, aStack.position, true);
break;
case 1:
break;
case 2:
break;
case 3:
break;
case 4:
//reverseCreature(ID, aStack.position, true);
break;
case 5:
reverseCreature(attackingInfo->ID, aStack.position, true);
break;
case -1:
if(attackingInfo->posShiftDueToDist) //if reversing stack will make its position adjacent to dest
{
reverseCreature(attackingInfo->ID, aStack.position, true);
}
break;
}
}
else //else for if(aStack.hasFeatureOfType(StackFeature::DOUBLE_WIDE))
{
switch(BattleInfo::mutualPosition(aStack.position, attackingInfo->dest)) //attack direction
{
case 0:
reverseCreature(attackingInfo->ID, aStack.position, true);
break;
case 1:
break;
case 2:
break;
case 3:
break;
case 4:
reverseCreature(attackingInfo->ID, aStack.position, true);
break;
case 5:
reverseCreature(attackingInfo->ID, aStack.position, true);
break;
}
}
}
else //if(aStack.attackerOwned)
{
if(aStack.hasFeatureOfType(StackFeature::DOUBLE_WIDE))
{
switch(BattleInfo::mutualPosition(aStack.position, attackingInfo->dest)) //attack direction
{
case 0:
//reverseCreature(ID, aStack.position, true);
break;
case 1:
break;
case 2:
reverseCreature(attackingInfo->ID, aStack.position, true);
break;
case 3:
break;
case 4:
//reverseCreature(ID, aStack.position, true);
break;
case 5:
//reverseCreature(ID, aStack.position, true);
break;
case -1:
if(attackingInfo->posShiftDueToDist) //if reversing stack will make its position adjacent to dest
{
reverseCreature(attackingInfo->ID, aStack.position, true);
}
break;
}
}
else //else for if(aStack.hasFeatureOfType(StackFeature::DOUBLE_WIDE))
{
switch(BattleInfo::mutualPosition(aStack.position, attackingInfo->dest)) //attack direction
{
case 0:
//reverseCreature(ID, aStack.position, true);
break;
case 1:
reverseCreature(attackingInfo->ID, aStack.position, true);
break;
case 2:
reverseCreature(attackingInfo->ID, aStack.position, true);
break;
case 3:
reverseCreature(attackingInfo->ID, aStack.position, true);
break;
case 4:
//reverseCreature(ID, aStack.position, true);
break;
case 5:
//reverseCreature(ID, aStack.position, true);
break;
}
}
}
attackingInfo->reversing = false;
creAnims[attackingInfo->ID]->setType(2);
delete attackingInfo;
attackingInfo = NULL;
}
if(attackingInfo)
{
attackingInfo->hitCount++;
if(attackingInfo->hitCount%(4/settings.animSpeed) == 0)
attackingInfo->frame++;
}
}
}
void CBattleInterface::redrawBackgroundWithHexes(int activeStack)
{
shadedHexes = LOCPLINT->cb->battleGetAvailableHexes(activeStack, true);
//preparating background graphic with hexes and shaded hexes
blitAt(background, 0, 0, backgroundWithHexes);
if(settings.printCellBorders)
CSDL_Ext::blit8bppAlphaTo24bpp(cellBorders, NULL, backgroundWithHexes, NULL);
if(settings.printStackRange)
{
for(size_t m=0; m<shadedHexes.size(); ++m) //rows
{
int i = shadedHexes[m]/BFIELD_WIDTH; //row
int j = shadedHexes[m]%BFIELD_WIDTH-1; //column
int x = 58 + (i%2==0 ? 22 : 0) + 44*j;
int y = 86 + 42 * i;
CSDL_Ext::blit8bppAlphaTo24bpp(cellShade, NULL, backgroundWithHexes, &genRect(cellShade->h, cellShade->w, x, y));
}
}
}
void CBattleInterface::printConsoleAttacked(int ID, int dmg, int killed, int IDby)
{
char tabh[200];
const CStack * attacker = LOCPLINT->cb->battleGetStackByID(IDby, false);
const CStack * defender = LOCPLINT->cb->battleGetStackByID(ID, false);
int end = sprintf(tabh, CGI->generaltexth->allTexts[attacker->amount > 1 ? 377 : 376].c_str(),
(attacker->amount > 1 ? attacker->creature->namePl.c_str() : attacker->creature->nameSing.c_str()),
dmg);
if(killed > 0)
{
if(killed > 1)
{
sprintf(tabh + end, CGI->generaltexth->allTexts[379].c_str(), killed, defender->creature->namePl.c_str());
}
else //killed == 1
{
sprintf(tabh + end, CGI->generaltexth->allTexts[378].c_str(), defender->creature->nameSing.c_str());
}
}
console->addText(std::string(tabh));
}
void CBattleInterface::projectileShowHelper(SDL_Surface * to)
{
if(to == NULL)
to = screen;
std::list< std::list<SProjectileInfo>::iterator > toBeDeleted;
for(std::list<SProjectileInfo>::iterator it=projectiles.begin(); it!=projectiles.end(); ++it)
{
if(it->animStartDelay>0)
{
--(it->animStartDelay);
continue;
}
SDL_Rect dst;
dst.h = idToProjectile[it->creID]->ourImages[it->frameNum].bitmap->h;
dst.w = idToProjectile[it->creID]->ourImages[it->frameNum].bitmap->w;
dst.x = it->x;
dst.y = it->y;
if(it->reverse)
{
SDL_Surface * rev = CSDL_Ext::rotate01(idToProjectile[it->creID]->ourImages[it->frameNum].bitmap);
CSDL_Ext::blit8bppAlphaTo24bpp(rev, NULL, to, &dst);
SDL_FreeSurface(rev);
}
else
{
CSDL_Ext::blit8bppAlphaTo24bpp(idToProjectile[it->creID]->ourImages[it->frameNum].bitmap, NULL, to, &dst);
}
//actualizing projectile
++it->step;
if(it->step == it->lastStep)
{
toBeDeleted.insert(toBeDeleted.end(), it);
}
else
{
it->x += it->dx;
it->y += it->dy;
if(it->spin)
{
++(it->frameNum);
it->frameNum %= idToProjectile[it->creID]->ourImages.size();
}
}
}
for(std::list< std::list<SProjectileInfo>::iterator >::iterator it = toBeDeleted.begin(); it!= toBeDeleted.end(); ++it)
{
projectiles.erase(*it);
}
}
void CBattleHero::show(SDL_Surface *to)
{
//animation of flag
if(flip)
{
CSDL_Ext::blit8bppAlphaTo24bpp(
flag->ourImages[flagAnim].bitmap,
NULL,
screen,
&genRect(
flag->ourImages[flagAnim].bitmap->h,
flag->ourImages[flagAnim].bitmap->w,
62 + pos.x,
39 + pos.y
)
);
}
else
{
CSDL_Ext::blit8bppAlphaTo24bpp(
flag->ourImages[flagAnim].bitmap,
NULL,
screen,
&genRect(
flag->ourImages[flagAnim].bitmap->h,
flag->ourImages[flagAnim].bitmap->w,
71 + pos.x,
39 + pos.y
)
);
}
++flagAnimCount;
if(flagAnimCount%4==0)
{
++flagAnim;
flagAnim %= flag->ourImages.size();
}
//animation of hero
int tick=-1;
for(int i=0; i<dh->ourImages.size(); ++i)
{
if(dh->ourImages[i].groupNumber==phase)
++tick;
if(tick==image)
{
SDL_Rect posb = pos;
CSDL_Ext::blit8bppAlphaTo24bpp(dh->ourImages[i].bitmap, NULL, to, &posb);
if(phase != 4 || nextPhase != -1 || image < 4)
{
if(flagAnimCount%2==0)
{
++image;
}
if(dh->ourImages[(i+1)%dh->ourImages.size()].groupNumber!=phase) //back to appropriate frame
{
image = 0;
}
}
if(phase == 4 && nextPhase != -1 && image == 7)
{
phase = nextPhase;
nextPhase = -1;
image = 0;
}
break;
}
}
}
void CBattleHero::activate()
{
activateLClick();
}
void CBattleHero::deactivate()
{
deactivateLClick();
}
void CBattleHero::setPhase(int newPhase)
{
if(phase != 4)
{
phase = newPhase;
image = 0;
}
else
{
nextPhase = newPhase;
}
}
void CBattleHero::clickLeft(tribool down, bool previousState)
{
if(!down && myHero && LOCPLINT->cb->battleCanCastSpell()) //check conditions
{
for(int it=0; it<BFIELD_SIZE; ++it) //do nothing when any hex is hovered - hero's animation overlaps battlefield
{
if(myOwner->bfield[it].hovered && myOwner->bfield[it].strictHovered)
return;
}
CGI->curh->changeGraphic(0,0);
CSpellWindow * spellWindow = new CSpellWindow(genRect(595, 620, (conf.cc.resx - 620)/2, (conf.cc.resy - 595)/2), myHero);
GH.pushInt(spellWindow);
}
}
CBattleHero::CBattleHero(const std::string & defName, int phaseG, int imageG, bool flipG, unsigned char player, const CGHeroInstance * hero, const CBattleInterface * owner): flip(flipG), myHero(hero), myOwner(owner), phase(phaseG), nextPhase(-1), image(imageG), flagAnim(0)
{
dh = CDefHandler::giveDef( defName );
for(int i=0; i<dh->ourImages.size(); ++i) //transforming images
{
if(flip)
{
SDL_Surface * hlp = CSDL_Ext::rotate01(dh->ourImages[i].bitmap);
SDL_FreeSurface(dh->ourImages[i].bitmap);
dh->ourImages[i].bitmap = hlp;
}
CSDL_Ext::alphaTransform(dh->ourImages[i].bitmap);
}
dh->alphaTransformed = true;
if(flip)
flag = CDefHandler::giveDef("CMFLAGR.DEF");
else
flag = CDefHandler::giveDef("CMFLAGL.DEF");
//coloring flag and adding transparency
for(int i=0; i<flag->ourImages.size(); ++i)
{
CSDL_Ext::alphaTransform(flag->ourImages[i].bitmap);
graphics->blueToPlayersAdv(flag->ourImages[i].bitmap, player);
}
}
CBattleHero::~CBattleHero()
{
delete dh;
delete flag;
}
std::pair<int, int> CBattleHex::getXYUnitAnim(const int & hexNum, const bool & attacker, const CStack * stack)
{
std::pair<int, int> ret = std::make_pair(-500, -500); //returned value
ret.second = -139 + 42 * (hexNum/BFIELD_WIDTH); //counting y
//counting x
if(attacker)
{
ret.first = -160 + 22 * ( ((hexNum/BFIELD_WIDTH) + 1)%2 ) + 44 * (hexNum % BFIELD_WIDTH);
}
else
{
ret.first = -219 + 22 * ( ((hexNum/BFIELD_WIDTH) + 1)%2 ) + 44 * (hexNum % BFIELD_WIDTH);
}
//shifting position for double - hex creatures
if(stack && stack->hasFeatureOfType(StackFeature::DOUBLE_WIDE))
{
if(attacker)
{
ret.first -= 42;
}
else
{
ret.first += 42;
}
}
//returning
return ret;
}
void CBattleHex::activate()
{
activateHover();
activateMouseMove();
activateLClick();
activateRClick();
}
void CBattleHex::deactivate()
{
deactivateHover();
deactivateMouseMove();
deactivateLClick();
deactivateRClick();
}
void CBattleHex::hover(bool on)
{
hovered = on;
//Hoverable::hover(on);
if(!on && setAlterText)
{
myInterface->console->alterTxt = std::string();
setAlterText = false;
}
}
CBattleHex::CBattleHex() : setAlterText(false), myNumber(-1), accesible(true), hovered(false), strictHovered(false), myInterface(NULL)
{
}
void CBattleHex::mouseMoved(const SDL_MouseMotionEvent &sEvent)
{
if(myInterface->cellShade)
{
if(CSDL_Ext::SDL_GetPixel(myInterface->cellShade, sEvent.x-pos.x, sEvent.y-pos.y) == 0) //hovered pixel is outside hex
{
strictHovered = false;
}
else //hovered pixel is inside hex
{
strictHovered = true;
}
}
if(hovered && strictHovered) //print attacked creature to console
{
if(myInterface->console->alterTxt.size() == 0 && LOCPLINT->cb->battleGetStack(myNumber) != -1 &&
LOCPLINT->cb->battleGetStackByPos(myNumber)->owner != LOCPLINT->playerID &&
LOCPLINT->cb->battleGetStackByPos(myNumber)->alive())
{
char tabh[160];
CStack attackedStack = *LOCPLINT->cb->battleGetStackByPos(myNumber);
const std::string & attackedName = attackedStack.amount == 1 ? attackedStack.creature->nameSing : attackedStack.creature->namePl;
sprintf(tabh, CGI->generaltexth->allTexts[220].c_str(), attackedName.c_str());
myInterface->console->alterTxt = std::string(tabh);
setAlterText = true;
}
}
else if(setAlterText)
{
myInterface->console->alterTxt = std::string();
setAlterText = false;
}
}
void CBattleHex::clickLeft(tribool down, bool previousState)
{
if(!down && hovered && strictHovered) //we've been really clicked!
{
myInterface->hexLclicked(myNumber);
}
}
void CBattleHex::clickRight(tribool down, bool previousState)
{
int stID = LOCPLINT->cb->battleGetStack(myNumber); //id of stack being on this tile
if(hovered && strictHovered && stID!=-1)
{
const CStack & myst = *LOCPLINT->cb->battleGetStackByID(stID); //stack info
if(!myst.alive()) return;
StackState *pom = NULL;
if(down)
{
pom = new StackState();
const CGHeroInstance *h = myst.owner == myInterface->attackingHeroInstance->tempOwner ? myInterface->attackingHeroInstance : myInterface->defendingHeroInstance;
pom->attackBonus = myst.Attack() - myst.creature->attack;
pom->defenseBonus = myst.Defense() - myst.creature->defence;
pom->luck = myst.Luck();
pom->morale = myst.Morale();
pom->speedBonus = myst.Speed() - myst.creature->speed;
pom->healthBonus = myst.MaxHealth() - myst.creature->hitPoints;
if(myst.hasFeatureOfType(StackFeature::SIEGE_WEAPON))
pom->dmgMultiplier = h->getPrimSkillLevel(0) + 1;
else
pom->dmgMultiplier = 1;
pom->shotsLeft = myst.shots;
for(int vb=0; vb<myst.effects.size(); ++vb)
{
pom->effects.insert(myst.effects[vb].id);
}
pom->currentHealth = myst.firstHPleft;
GH.pushInt(new CCreInfoWindow(myst.creature->idNumber, 0, myst.amount, pom, 0, 0, NULL));
}
delete pom;
}
}
CBattleConsole::CBattleConsole() : lastShown(-1), alterTxt(""), whoSetAlter(0)
{
}
CBattleConsole::~CBattleConsole()
{
texts.clear();
}
void CBattleConsole::show(SDL_Surface * to)
{
if(ingcAlter.size())
{
CSDL_Ext::printAtMiddleWB(ingcAlter, pos.x + pos.w/2, pos.y + 10, GEOR13, 80, zwykly, to);
}
else if(alterTxt.size())
{
CSDL_Ext::printAtMiddleWB(alterTxt, pos.x + pos.w/2, pos.y + 10, GEOR13, 80, zwykly, to);
}
else if(texts.size())
{
if(texts.size()==1)
{
CSDL_Ext::printAtMiddleWB(texts[0], pos.x + pos.w/2, pos.y + 10, GEOR13, 80, zwykly, to);
}
else
{
CSDL_Ext::printAtMiddleWB(texts[lastShown-1], pos.x + pos.w/2, pos.y + 10, GEOR13, 80, zwykly, to);
CSDL_Ext::printAtMiddleWB(texts[lastShown], pos.x + pos.w/2, pos.y + 26, GEOR13, 80, zwykly, to);
}
}
}
bool CBattleConsole::addText(const std::string & text)
{
if(text.size()>70)
return false; //text too long!
int firstInToken = 0;
for(int i=0; i<text.size(); ++i) //tokenize
{
if(text[i] == 10)
{
texts.push_back( text.substr(firstInToken, i-firstInToken) );
firstInToken = i+1;
}
}
texts.push_back( text.substr(firstInToken, text.size()) );
lastShown = texts.size()-1;
return true;
}
void CBattleConsole::eraseText(unsigned int pos)
{
if(pos < texts.size())
{
texts.erase(texts.begin() + pos);
if(lastShown == texts.size())
--lastShown;
}
}
void CBattleConsole::changeTextAt(const std::string & text, unsigned int pos)
{
if(pos >= texts.size()) //no such pos
return;
texts[pos] = text;
}
void CBattleConsole::scrollUp(unsigned int by)
{
if(lastShown > by)
lastShown -= by;
}
void CBattleConsole::scrollDown(unsigned int by)
{
if(lastShown + by < texts.size())
lastShown += by;
}
CBattleResultWindow::CBattleResultWindow(const BattleResult &br, const SDL_Rect & pos, const CBattleInterface * owner)
{
this->pos = pos;
background = BitmapHandler::loadBitmap("CPRESULT.BMP", true);
graphics->blueToPlayersAdv(background, LOCPLINT->playerID);
SDL_Surface * pom = SDL_ConvertSurface(background, screen->format, screen->flags);
SDL_FreeSurface(background);
background = pom;
exit = new AdventureMapButton (std::string(), std::string(), boost::bind(&CBattleResultWindow::bExitf,this), 384 + pos.x, 505 + pos.y, "iok6432.def", SDLK_RETURN);
if(br.winner==0) //attacker won
{
CSDL_Ext::printAtMiddle(CGI->generaltexth->allTexts[410], 60, 122, GEOR13, zwykly, background);
CSDL_Ext::printAtMiddle(CGI->generaltexth->allTexts[411], 410, 122, GEOR13, zwykly, background);
}
else //if(br.winner==1)
{
CSDL_Ext::printAtMiddle(CGI->generaltexth->allTexts[411], 60, 122, GEOR13, zwykly, background);
CSDL_Ext::printAtMiddle(CGI->generaltexth->allTexts[410], 410, 122, GEOR13, zwykly, background);
}
CSDL_Ext::printAtMiddle(CGI->generaltexth->allTexts[407], 235, 299, GEOR16, tytulowy, background);
CSDL_Ext::printAtMiddle(CGI->generaltexth->allTexts[408], 235, 329, GEOR16, zwykly, background);
CSDL_Ext::printAtMiddle(CGI->generaltexth->allTexts[409], 235, 426, GEOR16, zwykly, background);
std::string attackerName, defenderName;
if(owner->attackingHeroInstance) //a hero attacked
{
SDL_BlitSurface(graphics->portraitLarge[owner->attackingHeroInstance->portrait], NULL, background, &genRect(64, 58, 21, 38));
//setting attackerName
attackerName = owner->attackingHeroInstance->name;
}
else //a monster attacked
{
int bestMonsterID = -1;
int bestPower = 0;
for(std::map<si32,std::pair<ui32,si32> >::const_iterator it = owner->army1->slots.begin(); it!=owner->army1->slots.end(); ++it)
{
if( CGI->creh->creatures[it->first].AIValue > bestPower)
{
bestPower = CGI->creh->creatures[it->first].AIValue;
bestMonsterID = it->first;
}
}
SDL_BlitSurface(graphics->bigImgs[bestMonsterID], NULL, background, &genRect(64, 58, 21, 38));
//setting attackerName
attackerName = CGI->creh->creatures[bestMonsterID].namePl;
}
if(owner->defendingHeroInstance) //a hero defended
{
SDL_BlitSurface(graphics->portraitLarge[owner->defendingHeroInstance->portrait], NULL, background, &genRect(64, 58, 391, 38));
//setting defenderName
defenderName = owner->defendingHeroInstance->name;
}
else //a monster defended
{
int bestMonsterID = -1;
int bestPower = 0;
for(std::map<si32,std::pair<ui32,si32> >::const_iterator it = owner->army2->slots.begin(); it!=owner->army2->slots.end(); ++it)
{
if( CGI->creh->creatures[it->second.first].AIValue > bestPower)
{
bestPower = CGI->creh->creatures[it->second.first].AIValue;
bestMonsterID = it->second.first;
}
}
SDL_BlitSurface(graphics->bigImgs[bestMonsterID], NULL, background, &genRect(64, 58, 391, 38));
//setting defenderName
defenderName = CGI->creh->creatures[bestMonsterID].namePl;
}
//printing attacker and defender's names
CSDL_Ext::printAtMiddle(attackerName, 156, 44, GEOR16, zwykly, background);
CSDL_Ext::printAtMiddle(defenderName, 314, 44, GEOR16, zwykly, background);
//printing casualities
for(int step = 0; step < 2; ++step)
{
if(br.casualties[step].size()==0)
{
CSDL_Ext::printAtMiddle(CGI->generaltexth->allTexts[523], 235, 360 + 97*step, GEOR16, zwykly, background);
}
else
{
int xPos = 235 - (br.casualties[step].size()*32 + (br.casualties[step].size() - 1)*10)/2; //increment by 42 with each picture
int yPos = 344 + step*97;
for(std::set<std::pair<ui32,si32> >::const_iterator it=br.casualties[step].begin(); it!=br.casualties[step].end(); ++it)
{
blitAt(graphics->smallImgs[it->first], xPos, yPos, background);
std::ostringstream amount;
amount<<it->second;
CSDL_Ext::printAtMiddle(amount.str(), xPos+16, yPos + 42, GEOR13, zwykly, background);
xPos += 42;
}
}
}
//printing result description
bool weAreAttacker = (LOCPLINT->playerID == owner->attackingHeroInstance->tempOwner);
switch(br.result)
{
case 0: //normal victory
if((br.winner == 0 && weAreAttacker) || (br.winner == 1 && !weAreAttacker)) //we've won
{
CGI->musich->playMusic(musicBase::winBattle);
#ifdef _WIN32
CGI->videoh->open(VIDEO_WIN);
#else
CGI->videoh->open(VIDEO_WIN, true);
#endif
CSDL_Ext::printAtMiddle(CGI->generaltexth->allTexts[304], 235, 235, GEOR13, zwykly, background);
}
else
{
CGI->musich->playMusic(musicBase::loseCombat);
CGI->videoh->open(VIDEO_LOSE_BATTLE_START);
CSDL_Ext::printAtMiddle(CGI->generaltexth->allTexts[311], 235, 235, GEOR13, zwykly, background);
}
break;
case 1: //flee
if((br.winner == 0 && weAreAttacker) || (br.winner == 1 && !weAreAttacker)) //we've won
{
CGI->musich->playMusic(musicBase::winBattle);
#ifdef _WIN32
CGI->videoh->open(VIDEO_WIN);
#else
CGI->videoh->open(VIDEO_WIN, true);
#endif
CSDL_Ext::printAtMiddle(CGI->generaltexth->allTexts[303], 235, 235, GEOR13, zwykly, background);
}
else
{
CGI->musich->playMusic(musicBase::retreatBattle);
CGI->videoh->open(VIDEO_RETREAT_START);
CSDL_Ext::printAtMiddle(CGI->generaltexth->allTexts[310], 235, 235, GEOR13, zwykly, background);
}
break;
case 2: //surrender
if((br.winner == 0 && weAreAttacker) || (br.winner == 1 && !weAreAttacker)) //we've won
{
CGI->musich->playMusic(musicBase::winBattle);
#ifdef _WIN32
CGI->videoh->open(VIDEO_WIN);
#else
CGI->videoh->open(VIDEO_WIN, true);
#endif
CSDL_Ext::printAtMiddle(CGI->generaltexth->allTexts[302], 235, 235, GEOR13, zwykly, background);
}
else
{
CGI->musich->playMusic(musicBase::surrenderBattle);
CGI->videoh->open(VIDEO_SURRENDER);
CSDL_Ext::printAtMiddle(CGI->generaltexth->allTexts[309], 235, 235, GEOR13, zwykly, background);
}
break;
}
}
CBattleResultWindow::~CBattleResultWindow()
{
SDL_FreeSurface(background);
}
void CBattleResultWindow::activate()
{
LOCPLINT->showingDialog->set(true);
exit->activate();
}
void CBattleResultWindow::deactivate()
{
exit->deactivate();
}
void CBattleResultWindow::show(SDL_Surface *to)
{
//evaluating to
if(!to)
to = screen;
CGI->videoh->update(107, 70, background, false, true);
SDL_BlitSurface(background, NULL, to, &pos);
exit->show(to);
}
void CBattleResultWindow::bExitf()
{
GH.popInts(2); //first - we; second - battle interface
LOCPLINT->showingDialog->setn(false);
CGI->videoh->close();
}
CBattleOptionsWindow::CBattleOptionsWindow(const SDL_Rect & position, CBattleInterface *owner): myInt(owner)
{
pos = position;
background = BitmapHandler::loadBitmap("comopbck.bmp", true);
graphics->blueToPlayersAdv(background, LOCPLINT->playerID);
viewGrid = new CHighlightableButton(boost::bind(&CBattleInterface::setPrintCellBorders, owner, true), boost::bind(&CBattleInterface::setPrintCellBorders, owner, false), boost::assign::map_list_of(0,CGI->generaltexth->zelp[427].first)(3,CGI->generaltexth->zelp[427].first), CGI->generaltexth->zelp[427].second, false, "sysopchk.def", NULL, 185, 140, false);
viewGrid->select(owner->settings.printCellBorders);
movementShadow = new CHighlightableButton(boost::bind(&CBattleInterface::setPrintStackRange, owner, true), boost::bind(&CBattleInterface::setPrintStackRange, owner, false), boost::assign::map_list_of(0,CGI->generaltexth->zelp[428].first)(3,CGI->generaltexth->zelp[428].first), CGI->generaltexth->zelp[428].second, false, "sysopchk.def", NULL, 185, 173, false);
movementShadow->select(owner->settings.printStackRange);
mouseShadow = new CHighlightableButton(boost::bind(&CBattleInterface::setPrintMouseShadow, owner, true), boost::bind(&CBattleInterface::setPrintMouseShadow, owner, false), boost::assign::map_list_of(0,CGI->generaltexth->zelp[429].first)(3,CGI->generaltexth->zelp[429].first), CGI->generaltexth->zelp[429].second, false, "sysopchk.def", NULL, 185, 207, false);
mouseShadow->select(owner->settings.printMouseShadow);
animSpeeds = new CHighlightableButtonsGroup(0);
animSpeeds->addButton(boost::assign::map_list_of(0,CGI->generaltexth->zelp[422].first),CGI->generaltexth->zelp[422].second, "sysopb9.def",188, 309, 1);
animSpeeds->addButton(boost::assign::map_list_of(0,CGI->generaltexth->zelp[423].first),CGI->generaltexth->zelp[423].second, "sysob10.def",252, 309, 2);
animSpeeds->addButton(boost::assign::map_list_of(0,CGI->generaltexth->zelp[424].first),CGI->generaltexth->zelp[424].second, "sysob11.def",315, 309, 4);
animSpeeds->select(owner->getAnimSpeed(), 1);
animSpeeds->onChange = boost::bind(&CBattleInterface::setAnimSpeed, owner, _1);
setToDefault = new AdventureMapButton (CGI->generaltexth->zelp[392].first, CGI->generaltexth->zelp[392].second, boost::bind(&CBattleOptionsWindow::bDefaultf,this), 405, 443, "codefaul.def");
std::swap(setToDefault->imgs[0][0], setToDefault->imgs[0][1]);
exit = new AdventureMapButton (CGI->generaltexth->zelp[393].first, CGI->generaltexth->zelp[393].second, boost::bind(&CBattleOptionsWindow::bExitf,this), 516, 443, "soretrn.def",SDLK_RETURN);
std::swap(exit->imgs[0][0], exit->imgs[0][1]);
//printing texts to background
CSDL_Ext::printAtMiddle(CGI->generaltexth->allTexts[392], 240, 32, GEOR16, tytulowy, background); //window title
CSDL_Ext::printAtMiddle(CGI->generaltexth->allTexts[393], 122, 211, GEOR16, tytulowy, background); //animation speed
CSDL_Ext::printAtMiddle(CGI->generaltexth->allTexts[394], 122, 292, GEOR16, tytulowy, background); //music volume
CSDL_Ext::printAtMiddle(CGI->generaltexth->allTexts[395], 122, 358, GEOR16, tytulowy, background); //effects' volume
CSDL_Ext::printAtMiddle(CGI->generaltexth->allTexts[396], 353, 64, GEOR16, tytulowy, background); //auto - combat options
CSDL_Ext::printAtMiddle(CGI->generaltexth->allTexts[397], 353, 264, GEOR16, tytulowy, background); //creature info
//auto - combat options
CSDL_Ext::printAt(CGI->generaltexth->allTexts[398], 283, 87, GEOR16, zwykly, background); //creatures
CSDL_Ext::printAt(CGI->generaltexth->allTexts[399], 283, 117, GEOR16, zwykly, background); //spells
CSDL_Ext::printAt(CGI->generaltexth->allTexts[400], 283, 147, GEOR16, zwykly, background); //catapult
CSDL_Ext::printAt(CGI->generaltexth->allTexts[151], 283, 177, GEOR16, zwykly, background); //ballista
CSDL_Ext::printAt(CGI->generaltexth->allTexts[401], 283, 207, GEOR16, zwykly, background); //first aid tent
//creature info
CSDL_Ext::printAt(CGI->generaltexth->allTexts[402], 283, 286, GEOR16, zwykly, background); //all stats
CSDL_Ext::printAt(CGI->generaltexth->allTexts[403], 283, 316, GEOR16, zwykly, background); //spells only
//general options
CSDL_Ext::printAt(CGI->generaltexth->allTexts[404], 61, 58, GEOR16, zwykly, background); //hex grid
CSDL_Ext::printAt(CGI->generaltexth->allTexts[405], 61, 91, GEOR16, zwykly, background); //movement shadow
CSDL_Ext::printAt(CGI->generaltexth->allTexts[406], 61, 124, GEOR16, zwykly, background); //cursor shadow
CSDL_Ext::printAt(CGI->generaltexth->allTexts[577], 61, 157, GEOR16, zwykly, background); //spellbook animation
//texts printed
}
CBattleOptionsWindow::~CBattleOptionsWindow()
{
SDL_FreeSurface(background);
delete setToDefault;
delete exit;
delete viewGrid;
delete movementShadow;
delete animSpeeds;
delete mouseShadow;
}
void CBattleOptionsWindow::activate()
{
setToDefault->activate();
exit->activate();
viewGrid->activate();
movementShadow->activate();
animSpeeds->activate();
mouseShadow->activate();
}
void CBattleOptionsWindow::deactivate()
{
setToDefault->deactivate();
exit->deactivate();
viewGrid->deactivate();
movementShadow->deactivate();
animSpeeds->deactivate();
mouseShadow->deactivate();
}
void CBattleOptionsWindow::show(SDL_Surface *to)
{
if(!to) //"evaluating" to
to = screen;
SDL_BlitSurface(background, NULL, to, &pos);
setToDefault->show(to);
exit->show(to);
viewGrid->show(to);
movementShadow->show(to);
animSpeeds->show(to);
mouseShadow->show(to);
}
void CBattleOptionsWindow::bDefaultf()
{
}
void CBattleOptionsWindow::bExitf()
{
GH.popIntTotally(this);
}