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mirror of https://github.com/vcmi/vcmi.git synced 2024-11-24 08:32:34 +02:00
vcmi/CBattleInterface.cpp
mateuszb 781340f339 * window of result of battle is shown when one of players has no live stacks
* confirm window is shown before retreat
* minor improvements
2008-09-08 11:32:16 +00:00

1553 lines
47 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 "CCursorHandler.h"
#include "CCallback.h"
#include "CGameState.h"
#include "hch/CGeneralTextHandler.h"
#include "client/CCreatureAnimation.h"
#include "client/Graphics.h"
#include <queue>
#include <sstream>
#include "lib/CondSh.h"
#include "lib/NetPacks.h"
#ifndef __GNUC__
const double M_PI = 3.14159265358979323846;
#else
#define _USE_MATH_DEFINES
#include <cmath>
#endif
extern SDL_Surface * screen;
extern TTF_Font * TNRB16, *TNR, *GEOR13, *GEORXX, *GEORM, *GEOR16;
extern SDL_Color zwykly;
CBattleInterface::CBattleInterface(CCreatureSet * army1, CCreatureSet * army2, CGHeroInstance *hero1, CGHeroInstance *hero2)
: printCellBorders(true), attackingHeroInstance(hero1), defendingHeroInstance(hero2), animCount(0), activeStack(-1), givenCommand(NULL), attackingInfo(NULL), myTurn(false), resWindow(NULL)
{
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)
{
std::pair <int, int> coords = CBattleHex::getXYUnitAnim(b->second.position, b->second.owner == attackingHeroInstance->tempOwner, b->second.creature);
creAnims[b->second.ID] = (new CCreatureAnimation(b->second.creature->animDefName));
creAnims[b->second.ID]->setType(2);
creAnims[b->second.ID]->pos = genRect(creAnims[b->second.ID]->fullHeight, creAnims[b->second.ID]->fullWidth, coords.first, coords.second);
creDir[b->second.ID] = b->second.owner==attackingHeroInstance->tempOwner;
}
//preparing menu background and terrain
std::vector< std::string > & backref = graphics->battleBacks[ LOCPLINT->cb->battleGetBattlefieldType() ];
background = BitmapHandler::loadBitmap(backref[ rand() % backref.size()] );
menu = BitmapHandler::loadBitmap("CBAR.BMP");
graphics->blueToPlayersAdv(menu, hero1->tempOwner);
//preparing graphics for displaying amounts of creatures
amountBasic = BitmapHandler::loadBitmap("CMNUMWIN.BMP");
amountNormal = BitmapHandler::loadBitmap("CMNUMWIN.BMP");
CSDL_Ext::alphaTransform(amountNormal);
for(int g=0; g<amountNormal->format->palette->ncolors; ++g)
{
if((amountNormal->format->palette->colors+g)->b != 132 &&
(amountNormal->format->palette->colors+g)->g != 231 &&
(amountNormal->format->palette->colors+g)->r != 255) //it's not yellow border
{
(amountNormal->format->palette->colors+g)->r = (float)((amountNormal->format->palette->colors+g)->r) * 0.54f;
(amountNormal->format->palette->colors+g)->g = (float)((amountNormal->format->palette->colors+g)->g) * 0.19f;
(amountNormal->format->palette->colors+g)->b = (float)((amountNormal->format->palette->colors+g)->b) * 0.93f;
}
}
////blitting menu background and terrain
blitAt(background, 0, 0);
blitAt(menu, 0, 556);
CSDL_Ext::update();
//preparing buttons and console
bOptions = new AdventureMapButton (std::string(), std::string(), boost::bind(&CBattleInterface::bOptionsf,this), 3, 561, "icm003.def", false, NULL, false);
bSurrender = new AdventureMapButton (std::string(), std::string(), boost::bind(&CBattleInterface::bSurrenderf,this), 54, 561, "icm001.def", false, NULL, false);
bFlee = new AdventureMapButton (std::string(), std::string(), boost::bind(&CBattleInterface::bFleef,this), 105, 561, "icm002.def", false, NULL, false);
bAutofight = new AdventureMapButton (std::string(), std::string(), boost::bind(&CBattleInterface::bAutofightf,this), 157, 561, "icm004.def", false, NULL, false);
bSpell = new AdventureMapButton (std::string(), std::string(), boost::bind(&CBattleInterface::bSpellf,this), 645, 561, "icm005.def", false, NULL, false);
bWait = new AdventureMapButton (std::string(), std::string(), boost::bind(&CBattleInterface::bWaitf,this), 696, 561, "icm006.def", false, NULL, false);
bDefence = new AdventureMapButton (std::string(), std::string(), boost::bind(&CBattleInterface::bDefencef,this), 747, 561, "icm007.def", false, NULL, false);
bConsoleUp = new AdventureMapButton (std::string(), std::string(), boost::bind(&CBattleInterface::bConsoleUpf,this), 624, 561, "ComSlide.def", false, NULL, false);
bConsoleDown = new AdventureMapButton (std::string(), std::string(), boost::bind(&CBattleInterface::bConsoleDownf,this), 624, 580, "ComSlide.def", false, NULL, false);
bConsoleDown->bitmapOffset = 2;
console = new CBattleConsole();
console->pos.x = 211;
console->pos.y = 560;
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);
attackingHero->pos = genRect(attackingHero->dh->ourImages[0].bitmap->h, attackingHero->dh->ourImages[0].bitmap->w, -40, 0);
}
else
{
attackingHero = NULL;
}
if(hero2) // defending hero
{
defendingHero = new CBattleHero(graphics->battleHeroes[hero2->type->heroType], 0, 0, true, hero2->tempOwner);
defendingHero->pos = genRect(defendingHero->dh->ourImages[0].bitmap->h, defendingHero->dh->ourImages[0].bitmap->w, 690, 0);
}
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<187; ++h)
{
bfield[h].myNumber = h;
int x = 14 + ((h/17)%2==0 ? 22 : 0) + 44*(h%17);
int y = 86 + 42 * (h/17);
bfield[h].pos = genRect(cellShade->h, cellShade->w, x, 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);
}
}
}
//prepairing 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<11; ++i) //rows
{
for(int j=0; j<15; ++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);
}
CBattleInterface::~CBattleInterface()
{
SDL_FreeSurface(background);
SDL_FreeSurface(menu);
SDL_FreeSurface(amountBasic);
SDL_FreeSurface(amountNormal);
SDL_FreeSurface(cellBorders);
SDL_FreeSurface(backgroundWithHexes);
delete bOptions;
delete bSurrender;
delete bFlee;
delete bAutofight;
delete bSpell;
delete bWait;
delete bDefence;
delete bConsoleUp;
delete bConsoleDown;
delete console;
delete resWindow;
delete givenCommand;
delete attackingHero;
delete defendingHero;
SDL_FreeSurface(cellBorder);
SDL_FreeSurface(cellShade);
for(std::map< int, CCreatureAnimation * >::iterator g=creAnims.begin(); g!=creAnims.end(); ++g)
delete g->second;
for(std::map< int, CDefHandler * >::iterator g=idToProjectile.begin(); g!=idToProjectile.end(); ++g)
delete g->second;
}
void CBattleInterface::activate()
{
subInt = NULL;
bOptions->activate();
bSurrender->activate();
bFlee->activate();
bAutofight->activate();
bSpell->activate();
bWait->activate();
bDefence->activate();
bConsoleUp->activate();
bConsoleDown->activate();
for(int b=0; b<187; ++b)
{
bfield[b].activate();
}
}
void CBattleInterface::deactivate()
{
bOptions->deactivate();
bSurrender->deactivate();
bFlee->deactivate();
bAutofight->deactivate();
bSpell->deactivate();
bWait->deactivate();
bDefence->deactivate();
bConsoleUp->deactivate();
bConsoleDown->deactivate();
for(int b=0; b<187; ++b)
{
bfield[b].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;
//printing background and hexes
if(activeStack != -1 && creAnims[activeStack]->getType() != 0) //show everything with range
{
blitAt(backgroundWithHexes, 0, 0, to);
}
else
{
//showing background
blitAt(background, 0, 0, to);
if(printCellBorders)
{
CSDL_Ext::blit8bppAlphaTo24bpp(cellBorders, NULL, to, NULL);
}
}
//printing hovered cell
for(int b=0; b<187; ++b)
{
if(bfield[b].strictHovered && bfield[b].hovered)
{
int x = 14 + ((b/17)%2==0 ? 22 : 0) + 44*(b%17);
int y = 86 + 42 * (b/17);
CSDL_Ext::blit8bppAlphaTo24bpp(cellShade, NULL, to, &genRect(cellShade->h, cellShade->w, x, y));
}
}
//showing menu background and console
blitAt(menu, 0, 556, to);
console->show(to);
//showing buttons
bOptions->show(to);
bSurrender->show(to);
bFlee->show(to);
bAutofight->show(to);
bSpell->show(to);
bWait->show(to);
bDefence->show(to);
bConsoleUp->show(to);
bConsoleDown->show(to);
//showing hero animations
if(attackingHero)
attackingHero->show(to);
if(defendingHero)
defendingHero->show(to);
////showing units //a lot of work...
std::vector<int> stackAliveByHex[187];
//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[187];
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<187; ++b) //showing dead stacks
{
for(int v=0; v<stackDeadByHex[b].size(); ++v)
{
creAnims[stackDeadByHex[b][v]]->nextFrame(to, creAnims[stackDeadByHex[b][v]]->pos.x, creAnims[stackDeadByHex[b][v]]->pos.y, creDir[stackDeadByHex[b][v]], (animCount%4==0 || creAnims[stackDeadByHex[b][v]]->getType()!=2) && stacks[stackDeadByHex[b][v]].alive, stackDeadByHex[b][v]==activeStack); //increment always when moving, never if stack died
//printing amount
if(stacks[stackDeadByHex[b][v]].amount > 0) //don't print if stack is not alive
{
int xAdd = stacks[stackDeadByHex[b][v]].attackerOwned ? 220 : 202;
CSDL_Ext::blit8bppAlphaTo24bpp(amountNormal, NULL, to, &genRect(amountNormal->h, amountNormal->w, creAnims[stackDeadByHex[b][v]]->pos.x + xAdd, creAnims[stackDeadByHex[b][v]]->pos.y + 260));
std::stringstream ss;
ss<<stacks[stackDeadByHex[b][v]].amount;
CSDL_Ext::printAtMiddleWB(ss.str(), creAnims[stackDeadByHex[b][v]]->pos.x + xAdd + 14, creAnims[stackDeadByHex[b][v]]->pos.y + 260 + 4, GEOR13, 20, zwykly, to);
}
}
}
for(int b=0; b<187; ++b) //showing alive stacks
{
for(int v=0; v<stackAliveByHex[b].size(); ++v)
{
creAnims[stackAliveByHex[b][v]]->nextFrame(to, creAnims[stackAliveByHex[b][v]]->pos.x, creAnims[stackAliveByHex[b][v]]->pos.y, creDir[stackAliveByHex[b][v]], (animCount%4==0) && stacks[stackAliveByHex[b][v]].alive, stackAliveByHex[b][v]==activeStack); //increment always when moving, never if stack died
//printing amount
if(stacks[stackAliveByHex[b][v]].amount > 0) //don't print if stack is not alive
{
int xAdd = stacks[stackAliveByHex[b][v]].attackerOwned ? 220 : 202;
CSDL_Ext::blit8bppAlphaTo24bpp(amountNormal, NULL, to, &genRect(amountNormal->h, amountNormal->w, creAnims[stackAliveByHex[b][v]]->pos.x + xAdd, creAnims[stackAliveByHex[b][v]]->pos.y + 260));
std::stringstream ss;
ss<<stacks[stackAliveByHex[b][v]].amount;
CSDL_Ext::printAtMiddleWB(ss.str(), creAnims[stackAliveByHex[b][v]]->pos.x + xAdd + 14, creAnims[stackAliveByHex[b][v]]->pos.y + 260 + 4, GEOR13, 20, zwykly, to);
}
}
}
//units shown
projectileShowHelper(to);//showing projectiles
//showing window with result of battle
if(resWindow)
{
resWindow->show(to);
}
}
bool CBattleInterface::reverseCreature(int number, int hex, bool wideTrick)
{
if(creAnims[number]==NULL)
return false; //there is no such creature
creAnims[number]->setType(8);
for(int g=0; g<creAnims[number]->framesInGroup(8); ++g)
{
show();
CSDL_Ext::update();
SDL_framerateDelay(LOCPLINT->mainFPSmng);
if((animCount+1)%4)
creAnims[number]->incrementFrame();
}
creDir[number] = !creDir[number];
CStack curs = *LOCPLINT->cb->battleGetStackByID(number);
std::pair <int, int> coords = CBattleHex::getXYUnitAnim(hex, creDir[number], curs.creature);
creAnims[number]->pos.x = coords.first;
//creAnims[number]->pos.y = coords.second;
if(wideTrick && curs.creature->isDoubleWide())
{
if(!creDir[number])
creAnims[number]->pos.x -= 44;
}
creAnims[number]->setType(7);
for(int g=0; g<creAnims[number]->framesInGroup(7); ++g)
{
show();
CSDL_Ext::update();
SDL_framerateDelay(LOCPLINT->mainFPSmng);
}
creAnims[number]->setType(2);
return true;
}
void CBattleInterface::bOptionsf()
{
}
void CBattleInterface::bSurrenderf()
{
}
void CBattleInterface::bFleef()
{
CFunctionList<void()> ony = boost::bind(&CBattleInterface::activate,this);
ony += boost::bind(&CBattleInterface::reallyFlee,this);
LOCPLINT->showYesNoDialog(CGI->generaltexth->allTexts[28],std::vector<SComponent*>(), ony, boost::bind(&CBattleInterface::activate,this), true, false);
}
void CBattleInterface::reallyFlee()
{
giveCommand(4,0,0);
CGI->curh->changeGraphic(0, 0);
}
void CBattleInterface::bAutofightf()
{
}
void CBattleInterface::bSpellf()
{
}
void CBattleInterface::bWaitf()
{
}
void CBattleInterface::bDefencef()
{
giveCommand(3,0,activeStack);
}
void CBattleInterface::bConsoleUpf()
{
console->scrollUp();
}
void CBattleInterface::bConsoleDownf()
{
console->scrollDown();
}
void CBattleInterface::newStack(CStack stack)
{
creAnims[stack.ID] = new CCreatureAnimation(stack.creature->animDefName);
creAnims[stack.ID]->setType(2);
creDir[stack.ID] = stack.owner==attackingHeroInstance->tempOwner;
}
void CBattleInterface::stackRemoved(CStack stack)
{
delete creAnims[stack.ID];
creAnims.erase(stack.ID);
}
void CBattleInterface::stackKilled(int ID, int dmg, int killed, int IDby, bool byShooting)
{
if(creAnims[ID]->getType() != 2)
{
return; //something went wrong
}
if(byShooting) //delay hit animation
{
CStack attacker = *LOCPLINT->cb->battleGetStackByID(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();
CSDL_Ext::update();
SDL_framerateDelay(LOCPLINT->mainFPSmng);
}
}
}
creAnims[ID]->setType(5); //death
for(int i=0; i<creAnims[ID]->framesInGroup(5); ++i)
{
if(i)
creAnims[ID]->incrementFrame();
show();
CSDL_Ext::update();
SDL_framerateDelay(LOCPLINT->mainFPSmng);
}
printConsoleAttacked(ID, dmg, killed, IDby);
}
void CBattleInterface::stackActivated(int number)
{
//givenCommand = NULL;
activeStack = number;
shadedHexes = LOCPLINT->cb->battleGetAvailableHexes(number);
myTurn = true;
//preparating background graphic with hexes and shaded hexes
blitAt(background, 0, 0, backgroundWithHexes);
if(printCellBorders)
CSDL_Ext::blit8bppAlphaTo24bpp(cellBorders, NULL, backgroundWithHexes, NULL);
for(int m=0; m<shadedHexes.size(); ++m) //rows
{
int i = shadedHexes[m]/17; //row
int j = shadedHexes[m]%17-1; //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::stackMoved(int number, int destHex, bool startMoving, bool endMoving)
{
//a few useful variables
int curStackPos = LOCPLINT->cb->battleGetPos(number);
int steps = creAnims[number]->framesInGroup(0);
int hexWbase = 44, hexHbase = 42;
bool twoTiles = LOCPLINT->cb->battleGetCreature(number).isDoubleWide();
if(startMoving) //animation of starting move
{
deactivate();
CGI->curh->hide();
creAnims[number]->setType(20);
//LOCPLINT->objsToBlit.erase(std::find(LOCPLINT->objsToBlit.begin(),LOCPLINT->objsToBlit.end(),this));
for(int i=0; i<creAnims[number]->framesInGroup(20); ++i)
{
show();
CSDL_Ext::update();
SDL_framerateDelay(LOCPLINT->mainFPSmng);
if((animCount+1)%4)
creAnims[number]->incrementFrame();
}
}
int mutPos = BattleInfo::mutualPosition(curStackPos, destHex);
{
switch(mutPos) //reverse unit if necessary
{
case 0: case 4: case 5:
if(creDir[number] == true)
reverseCreature(number, curStackPos, twoTiles);
break;
case 1: case 2: case 3:
if(creDir[number] == false)
reverseCreature(number, curStackPos, twoTiles);
break;
}
//moving instructions
creAnims[number]->setType(0);
for(int i=0; i<steps; ++i)
{
switch(mutPos)
{
case 0:
creAnims[number]->pos.x -= hexWbase/(2*steps);
creAnims[number]->pos.y -= hexHbase/steps;
break;
case 1:
creAnims[number]->pos.x += hexWbase/(2*steps);
creAnims[number]->pos.y -= hexHbase/steps;
break;
case 2:
creAnims[number]->pos.x += hexWbase/steps;
break;
case 3:
creAnims[number]->pos.x += hexWbase/(2*steps);
creAnims[number]->pos.y += hexHbase/steps;
break;
case 4:
creAnims[number]->pos.x -= hexWbase/(2*steps);
creAnims[number]->pos.y += hexHbase/steps;
break;
case 5:
creAnims[number]->pos.x -= hexWbase/steps;
break;
}
show();
CSDL_Ext::update();
SDL_framerateDelay(LOCPLINT->mainFPSmng);
if((animCount+1)%4)
creAnims[number]->incrementFrame();
}
}
if(endMoving) //animation of ending move
{
creAnims[number]->setType(21);
for(int i=0; i<creAnims[number]->framesInGroup(21); ++i)
{
show();
CSDL_Ext::update();
SDL_framerateDelay(LOCPLINT->mainFPSmng);
if((animCount+1)%4)
creAnims[number]->incrementFrame();
}
creAnims[number]->setType(2); //resetting to default
activate();
CGI->curh->show();
}
CStack curs = *LOCPLINT->cb->battleGetStackByID(number);
if(endMoving) //resetting to default
{
if(creDir[number] != (curs.owner == attackingHeroInstance->tempOwner))
reverseCreature(number, destHex, twoTiles);
}
std::pair <int, int> coords = CBattleHex::getXYUnitAnim(destHex, creDir[number], curs.creature);
creAnims[number]->pos.x = coords.first;
if(!endMoving && twoTiles && (creDir[number] != (curs.owner == attackingHeroInstance->tempOwner))) //big creature is reversed
creAnims[number]->pos.x -= 44;
creAnims[number]->pos.y = coords.second;
}
void CBattleInterface::stackIsAttacked(int ID, int dmg, int killed, int IDby, bool byShooting)
{
if(creAnims[ID]->getType() != 2)
{
return; //something went wrong
}
if(byShooting) //delay hit animation
{
CStack attacker = *LOCPLINT->cb->battleGetStackByID(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();
CSDL_Ext::update();
SDL_framerateDelay(LOCPLINT->mainFPSmng);
}
}
}
creAnims[ID]->setType(3); //getting hit
for(int i=0; i<creAnims[ID]->framesInGroup(3); ++i)
{
show();
CSDL_Ext::update();
SDL_framerateDelay(LOCPLINT->mainFPSmng);
if((animCount+1)%4)
creAnims[ID]->incrementFrame();
}
creAnims[ID]->setType(2);
printConsoleAttacked(ID, dmg, killed, IDby);
}
void CBattleInterface::stackAttacking(int ID, int dest)
{
if(attackingInfo != NULL)
{
return; //something went wrong
}
CStack aStack = *LOCPLINT->cb->battleGetStackByID(ID); //attacking stack
if(aStack.creature->isDoubleWide())
{
switch(BattleInfo::mutualPosition(aStack.position, dest)) //attack direction
{
case 0:
//reverseCreature(ID, aStack.position, true);
break;
case 1:
break;
case 2:
break;
case 3:
break;
case 4:
//reverseCreature(ID, aStack.position, true);
break;
case 5:
reverseCreature(ID, aStack.position, true);
break;
}
}
else //else for if(aStack.creature->isDoubleWide())
{
switch(BattleInfo::mutualPosition(aStack.position, dest)) //attack direction
{
case 0:
reverseCreature(ID, aStack.position, true);
break;
case 1:
break;
case 2:
break;
case 3:
break;
case 4:
reverseCreature(ID, aStack.position, true);
break;
case 5:
reverseCreature(ID, aStack.position, true);
break;
}
}
attackingInfo = new CAttHelper;
attackingInfo->dest = dest;
attackingInfo->frame = 0;
attackingInfo->ID = ID;
attackingInfo->reversing = false;
attackingInfo->shooting = false;
switch(BattleInfo::mutualPosition(aStack.position, 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;
}
}
void CBattleInterface::newRound(int number)
{
console->addText(CGI->generaltexth->allTexts[412]);
}
void CBattleInterface::giveCommand(ui8 action, ui16 tile, ui32 stack, si32 additional)
{
BattleAction * ba = new BattleAction(); //is deleted in CPlayerInterface::activeStack()
ba->actionType = action;
ba->destinationTile = tile;
ba->stackNumber = stack;
ba->additionalInfo = additional;
givenCommand->setn(ba);
myTurn = false;
activeStack = -1;
}
void CBattleInterface::hexLclicked(int whichOne)
{
if((whichOne%17)!=0 && (whichOne%17)!=16) //if player is trying to attack enemey unit or move creature stack
{
if(!myTurn)
return; //we are not permit to do anything
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
giveCommand(2,whichOne,activeStack);
}
else if(dest->owner != attackingHeroInstance->tempOwner
&& LOCPLINT->cb->battleCanShoot(activeStack, whichOne)) //shooting
{
giveCommand(7,whichOne,activeStack);
}
else if(dest->owner != attackingHeroInstance->tempOwner) //attacking
{
std::vector<int> n = BattleInfo::neighbouringTiles(whichOne);
for(int i=0;i<n.size();i++)
{
//TODO: now we are using first available tile, but in the future we should add possibility of choosing from which tile we want to attack
if(vstd::contains(shadedHexes,n[i]))
{
giveCommand(6,n[i],activeStack,whichOne);
return;
}
}
}
}
}
void CBattleInterface::stackIsShooting(int ID, int dest)
{
if(attackingInfo != NULL)
{
return; //something went wrong
}
//projectile
float projectileAngle; //in radians; if positive, projectiles goes up
float straightAngle = 0.2f; //maximal angle in radians between straight horizontal line and shooting line for which shot is considered to be straight (absoulte value)
int fromHex = LOCPLINT->cb->battleGetPos(ID);
projectileAngle = atan2(float(abs(dest - fromHex)/17), float(abs(dest - fromHex)%17));
if(fromHex < dest)
projectileAngle = -projectileAngle;
SProjectileInfo spi;
spi.creID = LOCPLINT->cb->battleGetStackByID(ID)->creature->idNumber;
spi.step = 0;
spi.frameNum = 0;
spi.spin = CGI->creh->idToProjectileSpin[spi.creID];
std::pair<int, int> xycoord = CBattleHex::getXYUnitAnim(LOCPLINT->cb->battleGetPos(ID), true, &LOCPLINT->cb->battleGetCreature(ID));
std::pair<int, int> destcoord = CBattleHex::getXYUnitAnim(dest, false, &LOCPLINT->cb->battleGetCreature(ID));
destcoord.first += 250; destcoord.second += 210; //TODO: find a better place to shoot
if(projectileAngle > straightAngle) //upper shot
{
spi.x = xycoord.first + 200 + LOCPLINT->cb->battleGetCreature(ID).upperRightMissleOffsetX;
spi.y = xycoord.second + 150 - 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 + 150 - 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;
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->ID = ID;
attackingInfo->reversing = false;
attackingInfo->shooting = true;
if(projectileAngle > straightAngle) //upper shot
attackingInfo->shootingGroup = 14;
else if(projectileAngle < -straightAngle) //lower shot
attackingInfo->shootingGroup = 15;
else //straight shot
attackingInfo->shootingGroup = 16;
attackingInfo->maxframe = creAnims[ID]->framesInGroup(attackingInfo->shootingGroup);
}
void CBattleInterface::battleFinished(const BattleResult& br)
{
deactivate();
SDL_Rect temp_rect = genRect(561, 470, 165, 19);
resWindow = new CBattleReslutWindow(br, temp_rect, this);
resWindow->activate();
}
void CBattleInterface::showRange(SDL_Surface * to, int ID)
{
/*for(int i=0; i<shadedHexes.size(); ++i)
{
CSDL_Ext::blit8bppAlphaTo24bpp(CBattleInterface::cellShade, NULL, to, &bfield[shadedHexes[i]].pos);
}*/
//CSDL_Ext::blit8bppAlphaTo24bpp(shadedHexesGraphic, NULL, to, NULL);
}
void CBattleInterface::attackingShowHelper()
{
if(attackingInfo && !attackingInfo->reversing)
{
if(attackingInfo->frame == 0)
{
CStack aStack = *LOCPLINT->cb->battleGetStackByID(attackingInfo->ID); //attacking stack
if(attackingInfo->shooting)
{
creAnims[attackingInfo->ID]->setType(attackingInfo->shootingGroup);
}
else
{
if(aStack.creature->isDoubleWide())
{
switch(BattleInfo::mutualPosition(aStack.position, attackingInfo->dest)) //attack direction
{
case 0:
creAnims[attackingInfo->ID]->setType(10);
break;
case 1:
creAnims[attackingInfo->ID]->setType(10);
break;
case 2:
creAnims[attackingInfo->ID]->setType(11);
break;
case 3:
creAnims[attackingInfo->ID]->setType(12);
break;
case 4:
creAnims[attackingInfo->ID]->setType(12);
break;
case 5:
creAnims[attackingInfo->ID]->setType(11);
break;
}
}
else //else for if(aStack.creature->isDoubleWide())
{
switch(BattleInfo::mutualPosition(aStack.position, attackingInfo->dest)) //attack direction
{
case 0:
creAnims[attackingInfo->ID]->setType(10);
break;
case 1:
creAnims[attackingInfo->ID]->setType(10);
break;
case 2:
creAnims[attackingInfo->ID]->setType(11);
break;
case 3:
creAnims[attackingInfo->ID]->setType(12);
break;
case 4:
creAnims[attackingInfo->ID]->setType(12);
break;
case 5:
creAnims[attackingInfo->ID]->setType(11);
break;
}
}
}
}
else if(attackingInfo->frame == (attackingInfo->maxframe - 1))
{
attackingInfo->reversing = true;
CStack aStack = *LOCPLINT->cb->battleGetStackByID(attackingInfo->ID); //attacking stack
if(aStack.creature->isDoubleWide())
{
switch(BattleInfo::mutualPosition(aStack.position, attackingInfo->dest)) //attack direction
{
case 0:
//reverseCreature(ID, aStack.position, true);
break;
case 1:
break;
case 2:
break;
case 3:
break;
case 4:
//reverseCreature(ID, aStack.position, true);
break;
case 5:
reverseCreature(attackingInfo->ID, aStack.position, true);
break;
}
}
else //else for if(aStack.creature->isDoubleWide())
{
switch(BattleInfo::mutualPosition(aStack.position, attackingInfo->dest)) //attack direction
{
case 0:
reverseCreature(attackingInfo->ID, aStack.position, true);
break;
case 1:
break;
case 2:
break;
case 3:
break;
case 4:
reverseCreature(attackingInfo->ID, aStack.position, true);
break;
case 5:
reverseCreature(attackingInfo->ID, aStack.position, true);
break;
}
}
attackingInfo->reversing = false;
creAnims[attackingInfo->ID]->setType(2);
delete attackingInfo;
attackingInfo = NULL;
}
if(attackingInfo)
{
attackingInfo->frame++;
}
}
}
void CBattleInterface::printConsoleAttacked(int ID, int dmg, int killed, int IDby)
{
char tabh[200];
CStack attacker = *LOCPLINT->cb->battleGetStackByID(IDby);
CStack defender = *LOCPLINT->cb->battleGetStackByID(ID);
int end = sprintf(tabh, CGI->generaltexth->allTexts[attacker.amount > 1 ? 377 : 376].c_str(),
(attacker.amount > 1 ? attacker.creature->namePl.c_str() : attacker.creature->nameSing.c_str()),
dmg);
if(killed > 0)
{
if(killed > 1)
{
sprintf(tabh + end, CGI->generaltexth->allTexts[379].c_str(), killed, defender.creature->namePl.c_str());
}
else //killed == 1
{
sprintf(tabh + end, CGI->generaltexth->allTexts[378].c_str(), defender.creature->nameSing.c_str());
}
}
console->addText(std::string(tabh));
}
void CBattleInterface::projectileShowHelper(SDL_Surface * to)
{
if(to == NULL)
to = screen;
std::list< std::list<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;
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, 752, 39));
}
else
{
CSDL_Ext::blit8bppAlphaTo24bpp(flag->ourImages[flagAnim].bitmap, NULL, screen, &genRect(flag->ourImages[flagAnim].bitmap->h, flag->ourImages[flagAnim].bitmap->w, 31, 39));
}
{
++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);
++image;
if(dh->ourImages[i+1].groupNumber!=phase) //back to appropriate frame
{
image = 0;
}
break;
}
}
}
CBattleHero::CBattleHero(std::string defName, int phaseG, int imageG, bool flipG, unsigned char player): phase(phaseG), image(imageG), flip(flipG), 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;
}
dh->ourImages[i].bitmap = CSDL_Ext::alphaTransform(dh->ourImages[i].bitmap);
}
dh->alphaTransformed = true;
if(flip)
flag = CDefHandler::giveDef("CMFLAGR.DEF");
else
flag = CDefHandler::giveDef("CMFLAGL.DEF");
//coloring flag and adding transparency
for(int i=0; i<flag->ourImages.size(); ++i)
{
flag->ourImages[i].bitmap = CSDL_Ext::alphaTransform(flag->ourImages[i].bitmap);
graphics->blueToPlayersAdv(flag->ourImages[i].bitmap, player);
}
}
CBattleHero::~CBattleHero()
{
delete dh;
delete flag;
}
std::pair<int, int> CBattleHex::getXYUnitAnim(int hexNum, bool attacker, CCreature * creature)
{
std::pair<int, int> ret = std::make_pair(-500, -500); //returned value
ret.second = -139 + 42 * (hexNum/17); //counting y
//counting x
if(attacker)
{
ret.first = -160 + 22 * ( ((hexNum/17) + 1)%2 ) + 44 * (hexNum % 17);
}
else
{
ret.first = -219 + 22 * ( ((hexNum/17) + 1)%2 ) + 44 * (hexNum % 17);
}
//shifting position for double - hex creatures
if(creature->isDoubleWide())
{
if(attacker)
{
ret.first -= 42;
}
else
{
ret.first += 42;
}
}
//returning
return ret;
}
void CBattleHex::activate()
{
Hoverable::activate();
MotionInterested::activate();
ClickableL::activate();
ClickableR::activate();
}
void CBattleHex::deactivate()
{
Hoverable::deactivate();
MotionInterested::deactivate();
ClickableL::deactivate();
ClickableR::deactivate();
}
void CBattleHex::hover(bool on)
{
hovered = on;
Hoverable::hover(on);
if(!on && setAlterText)
{
myInterface->console->alterTxt = std::string();
setAlterText = false;
}
}
CBattleHex::CBattleHex() : myNumber(-1), accesible(true), hovered(false), strictHovered(false), myInterface(NULL), setAlterText(false)
{
}
void CBattleHex::mouseMoved(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(myInterface->activeStack>=0)
{
if(std::find(myInterface->shadedHexes.begin(),myInterface->shadedHexes.end(),myNumber) == myInterface->shadedHexes.end())
{
CStack *shere = LOCPLINT->cb->battleGetStackByPos(myNumber);
if(shere)
{
if(shere->owner == LOCPLINT->playerID) //our stack
CGI->curh->changeGraphic(1,5);
else if(LOCPLINT->cb->battleGetStackByID(myInterface->activeStack)->creature->isShooting()) //we can shoot enemy
CGI->curh->changeGraphic(1,3);
else //unavailable enemy
CGI->curh->changeGraphic(1,0);
}
else //empty unavailable tile
CGI->curh->changeGraphic(1,0);
}
else //available tile
{
if(LOCPLINT->cb->battleGetStackByID(myInterface->activeStack)->creature->isFlying())
CGI->curh->changeGraphic(1,2);
else
CGI->curh->changeGraphic(1,1);
}
}
}
}
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);
std::string attackedName = attackedStack.amount == 1 ? attackedStack.creature->nameSing : attackedStack.creature->namePl;
sprintf(tabh, CGI->generaltexth->allTexts[220].c_str(), attackedName.c_str());
myInterface->console->alterTxt = std::string(tabh);
setAlterText = true;
}
}
else if(setAlterText)
{
myInterface->console->alterTxt = std::string();
setAlterText = false;
}
}
void CBattleHex::clickLeft(boost::logic::tribool down)
{
if(!down && hovered && strictHovered) //we've been really clicked!
{
myInterface->hexLclicked(myNumber);
}
}
void CBattleHex::clickRight(boost::logic::tribool down)
{
int stID = LOCPLINT->cb->battleGetStack(myNumber); //id of stack being on this tile
if(hovered && strictHovered && stID!=-1)
{
CStack myst = *LOCPLINT->cb->battleGetStackByID(stID); //stack info
if(!myst.alive) return;
StackState *pom = NULL;
if(down)
{
pom = new StackState();
const CGHeroInstance *h = myst.owner == myInterface->attackingHeroInstance->tempOwner ? myInterface->attackingHeroInstance : myInterface->defendingHeroInstance;
if(h)
{
pom->attackBonus = h->primSkills[0];
pom->defenseBonus = h->primSkills[1];
pom->luck = h->getCurrentLuck();
pom->morale = h->getCurrentMorale();
pom->currentHealth = myst.firstHPleft;
}
(new CCreInfoWindow(myst.creature->idNumber,0,myst.amount,pom,boost::function<void()>(),boost::function<void()>(),NULL))
->activate();
}
delete pom;
}
}
CBattleConsole::CBattleConsole() : lastShown(-1), alterTxt("")
{
}
CBattleConsole::~CBattleConsole()
{
texts.clear();
}
void CBattleConsole::show(SDL_Surface * to)
{
if(alterTxt.size())
{
CSDL_Ext::printAtMiddleWB(alterTxt, pos.x + pos.w/2, pos.y + 10, GEOR13, 80, zwykly, to);
}
else if(texts.size())
{
if(texts.size()==1)
{
CSDL_Ext::printAtMiddleWB(texts[0], pos.x + pos.w/2, pos.y + 10, GEOR13, 80, zwykly, to);
}
else
{
CSDL_Ext::printAtMiddleWB(texts[lastShown-1], pos.x + pos.w/2, pos.y + 10, GEOR13, 80, zwykly, to);
CSDL_Ext::printAtMiddleWB(texts[lastShown], pos.x + pos.w/2, pos.y + 26, GEOR13, 80, zwykly, to);
}
}
}
bool CBattleConsole::addText(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(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;
}
CBattleReslutWindow::CBattleReslutWindow(const BattleResult &br, SDL_Rect & pos, const CBattleInterface * owner)
{
this->pos = pos;
background = BitmapHandler::loadBitmap("CPRESULT.BMP", true);
graphics->blueToPlayersAdv(background, LOCPLINT->playerID);
SDL_Surface * pom = SDL_ConvertSurface(background, screen->format, screen->flags);
SDL_FreeSurface(background);
background = pom;
exit = new AdventureMapButton (std::string(), std::string(), boost::bind(&CBattleReslutWindow::bExitf,this), 549, 524, "iok6432.def", false, NULL, false);
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->first].AIValue > bestPower)
{
bestPower = CGI->creh->creatures[it->first].AIValue;
bestMonsterID = it->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::stringstream 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
{
CSDL_Ext::printAtMiddle(CGI->generaltexth->allTexts[304], 235, 235, GEOR13, zwykly, background);
}
else
{
CSDL_Ext::printAtMiddle(CGI->generaltexth->allTexts[311], 235, 235, GEOR13, zwykly, background);
}
break;
case 1: //flee
if((br.winner == 0 && weAreAttacker) || (br.winner == 1 && !weAreAttacker)) //we've won
{
CSDL_Ext::printAtMiddle(CGI->generaltexth->allTexts[303], 235, 235, GEOR13, zwykly, background);
}
else
{
CSDL_Ext::printAtMiddle(CGI->generaltexth->allTexts[310], 235, 235, GEOR13, zwykly, background);
}
break;
case 2: //surrender
if((br.winner == 0 && weAreAttacker) || (br.winner == 1 && !weAreAttacker)) //we've won
{
CSDL_Ext::printAtMiddle(CGI->generaltexth->allTexts[302], 235, 235, GEOR13, zwykly, background);
}
else
{
CSDL_Ext::printAtMiddle(CGI->generaltexth->allTexts[309], 235, 235, GEOR13, zwykly, background);
}
break;
}
}
CBattleReslutWindow::~CBattleReslutWindow()
{
SDL_FreeSurface(background);
}
void CBattleReslutWindow::activate()
{
exit->activate();
}
void CBattleReslutWindow::deactivate()
{
exit->deactivate();
}
void CBattleReslutWindow::show(SDL_Surface *to)
{
//evaluating to
if(!to)
to = screen;
SDL_BlitSurface(background, NULL, to, &pos);
exit->show(to);
}
void CBattleReslutWindow::bExitf()
{
LOCPLINT->battleResultQuited();
}