mirror of
https://github.com/vcmi/vcmi.git
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1d57b75bc5
- fixed mantis #1743
3688 lines
114 KiB
C++
3688 lines
114 KiB
C++
#include "StdInc.h"
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#include "CBattleInterface.h"
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#include "../CGameInfo.h"
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#include "../gui/SDL_Extensions.h"
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#include "../CAdvmapInterface.h"
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#include "../CAnimation.h"
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#include "../CBitmapHandler.h"
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#include "../../lib/CObjectHandler.h"
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#include "../../lib/CHeroHandler.h"
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# include "../CDefHandler.h"
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#include "../../lib/CSpellHandler.h"
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#include "../CMusicHandler.h"
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#include "../CMessage.h"
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#include "../../CCallback.h"
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#include "../../lib/BattleState.h"
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#include "../../lib/CGeneralTextHandler.h"
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#include "CCreatureAnimation.h"
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#include "../Graphics.h"
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#include "../CSpellWindow.h"
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#include "../../lib/CConfigHandler.h"
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#include "../../lib/CondSh.h"
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#include "../../lib/NetPacks.h"
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#include "../CPlayerInterface.h"
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#include "../CCreatureWindow.h"
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#include "../CVideoHandler.h"
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#include "../../lib/CTownHandler.h"
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#include "../../lib/mapping/CMap.h"
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#include "../../lib/CRandomGenerator.h"
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#include "CBattleAnimations.h"
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#include "CBattleInterfaceClasses.h"
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#include "../gui/CCursorHandler.h"
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#include "../gui/CGuiHandler.h"
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#include "../CMT.h"
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#include "../../lib/UnlockGuard.h"
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using namespace boost::assign;
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/*
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* CBattleInterface.cpp, part of VCMI engine
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*
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* Authors: listed in file AUTHORS in main folder
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*
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* License: GNU General Public License v2.0 or later
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* Full text of license available in license.txt file, in main folder
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*
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*/
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CondSh<bool> CBattleInterface::animsAreDisplayed;
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static void onAnimationFinished(const CStack *stack, CCreatureAnimation * anim)
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{
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if (anim->isIdle())
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{
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const CCreature *creature = stack->getCreature();
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if (anim->framesInGroup(CCreatureAnim::MOUSEON) > 0)
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{
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if (CRandomGenerator::getDefault().nextDouble(99.0) < creature->animation.timeBetweenFidgets * 10)
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anim->playOnce(CCreatureAnim::MOUSEON);
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else
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anim->setType(CCreatureAnim::HOLDING);
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}
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else
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{
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anim->setType(CCreatureAnim::HOLDING);
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}
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}
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// always reset callback
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anim->onAnimationReset += std::bind(&onAnimationFinished, stack, anim);
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}
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static void transformPalette(SDL_Surface * surf, double rCor, double gCor, double bCor)
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{
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SDL_Color * colorsToChange = surf->format->palette->colors;
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for(int g=0; g<surf->format->palette->ncolors; ++g)
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{
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if((colorsToChange+g)->b != 132 &&
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(colorsToChange+g)->g != 231 &&
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(colorsToChange+g)->r != 255) //it's not yellow border
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{
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(colorsToChange+g)->r = static_cast<double>((colorsToChange+g)->r) * rCor;
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(colorsToChange+g)->g = static_cast<double>((colorsToChange+g)->g) * gCor;
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(colorsToChange+g)->b = static_cast<double>((colorsToChange+g)->b) * bCor;
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}
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}
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}
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void CBattleInterface::addNewAnim(CBattleAnimation * anim)
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{
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pendingAnims.push_back( std::make_pair(anim, false) );
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animsAreDisplayed.setn(true);
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}
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CBattleInterface::CBattleInterface(const CCreatureSet * army1, const CCreatureSet * army2,
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const CGHeroInstance *hero1, const CGHeroInstance *hero2,
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const SDL_Rect & myRect,
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shared_ptr<CPlayerInterface> att, shared_ptr<CPlayerInterface> defen)
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: background(nullptr), queue(nullptr), attackingHeroInstance(hero1), defendingHeroInstance(hero2), animCount(0),
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activeStack(nullptr), mouseHoveredStack(nullptr), stackToActivate(nullptr), selectedStack(nullptr), previouslyHoveredHex(-1),
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currentlyHoveredHex(-1), attackingHex(-1), stackCanCastSpell(false), creatureCasting(false), spellDestSelectMode(false), spellSelMode(NO_LOCATION), spellToCast(nullptr), sp(nullptr),
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siegeH(nullptr), attackerInt(att), defenderInt(defen), curInt(att), animIDhelper(0),
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givenCommand(nullptr), myTurn(false), resWindow(nullptr), moveStarted(false), moveSoundHander(-1), bresult(nullptr)
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{
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OBJ_CONSTRUCTION;
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if(!curInt)
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{
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//May happen when we are defending during network MP game -> attacker interface is just not present
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curInt = defenderInt;
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}
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animsAreDisplayed.setn(false);
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pos = myRect;
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strongInterest = true;
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givenCommand = new CondSh<BattleAction *>(nullptr);
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//hot-seat -> check tactics for both players (defender may be local human)
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if(attackerInt && attackerInt->cb->battleGetTacticDist())
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tacticianInterface = attackerInt;
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else if(defenderInt && defenderInt->cb->battleGetTacticDist())
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tacticianInterface = defenderInt;
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//if we found interface of player with tactics, then enter tactics mode
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tacticsMode = static_cast<bool>(tacticianInterface);
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//create stack queue
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bool embedQueue = screen->h < 700;
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queue = new CStackQueue(embedQueue, this);
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if(!embedQueue)
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{
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if(settings["battle"]["showQueue"].Bool())
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pos.y += queue->pos.h / 2; //center whole window
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queue->moveTo(Point(pos.x, pos.y - queue->pos.h));
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// queue->pos.x = pos.x;
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// queue->pos.y = pos.y - queue->pos.h;
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// pos.h += queue->pos.h;
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// center();
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}
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queue->update();
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//preparing siege info
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const CGTownInstance * town = curInt->cb->battleGetDefendedTown();
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if(town && town->hasFort())
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{
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siegeH = new SiegeHelper(town, this);
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}
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curInt->battleInt = this;
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//initializing armies
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this->army1 = army1;
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this->army2 = army2;
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std::vector<const CStack*> stacks = curInt->cb->battleGetAllStacks(true);
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for(const CStack *s : stacks)
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{
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newStack(s);
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}
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//preparing menu background and terrain
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if(siegeH)
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{
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background = BitmapHandler::loadBitmap( siegeH->getSiegeName(0), false );
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ui8 siegeLevel = curInt->cb->battleGetSiegeLevel();
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if(siegeLevel >= 2) //citadel or castle
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{
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//print moat/mlip
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SDL_Surface * moat = BitmapHandler::loadBitmap( siegeH->getSiegeName(13) ),
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* mlip = BitmapHandler::loadBitmap( siegeH->getSiegeName(14) );
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auto & info = siegeH->town->town->clientInfo;
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Point moatPos(info.siegePositions[13].x, info.siegePositions[13].y);
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Point mlipPos(info.siegePositions[14].x, info.siegePositions[14].y);
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if(moat) //eg. tower has no moat
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blitAt(moat, moatPos.x,moatPos.y, background);
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if(mlip) //eg. tower has no mlip
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blitAt(mlip, mlipPos.x, mlipPos.y, background);
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SDL_FreeSurface(moat);
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SDL_FreeSurface(mlip);
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}
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}
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else
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{
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auto bfieldType = (int)curInt->cb->battleGetBattlefieldType();
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if(graphics->battleBacks.size() <= bfieldType || bfieldType < 0)
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logGlobal->errorStream() << bfieldType << " is not valid battlefield type index!";
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else if(graphics->battleBacks[bfieldType].empty())
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logGlobal->errorStream() << bfieldType << " battlefield type does not have any backgrounds!";
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else
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{
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const std::string bgName = *RandomGeneratorUtil::nextItem(graphics->battleBacks[bfieldType], CRandomGenerator::getDefault());
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background = BitmapHandler::loadBitmap(bgName, false);
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}
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}
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//preparing menu background
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//graphics->blueToPlayersAdv(menu, hero1->tempOwner);
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//preparing graphics for displaying amounts of creatures
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amountNormal = BitmapHandler::loadBitmap("CMNUMWIN.BMP");
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CSDL_Ext::alphaTransform(amountNormal);
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transformPalette(amountNormal, 0.59, 0.19, 0.93);
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amountPositive = BitmapHandler::loadBitmap("CMNUMWIN.BMP");
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CSDL_Ext::alphaTransform(amountPositive);
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transformPalette(amountPositive, 0.18, 1.00, 0.18);
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amountNegative = BitmapHandler::loadBitmap("CMNUMWIN.BMP");
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CSDL_Ext::alphaTransform(amountNegative);
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transformPalette(amountNegative, 1.00, 0.18, 0.18);
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amountEffNeutral = BitmapHandler::loadBitmap("CMNUMWIN.BMP");
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CSDL_Ext::alphaTransform(amountEffNeutral);
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transformPalette(amountEffNeutral, 1.00, 1.00, 0.18);
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////blitting menu background and terrain
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// blitAt(background, pos.x, pos.y);
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// blitAt(menu, pos.x, 556 + pos.y);
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//preparing buttons and console
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bOptions = new CAdventureMapButton (CGI->generaltexth->zelp[381].first, CGI->generaltexth->zelp[381].second, boost::bind(&CBattleInterface::bOptionsf,this), 3, 561, "icm003.def", SDLK_o);
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bSurrender = new CAdventureMapButton (CGI->generaltexth->zelp[379].first, CGI->generaltexth->zelp[379].second, boost::bind(&CBattleInterface::bSurrenderf,this), 54, 561, "icm001.def", SDLK_s);
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bFlee = new CAdventureMapButton (CGI->generaltexth->zelp[380].first, CGI->generaltexth->zelp[380].second, boost::bind(&CBattleInterface::bFleef,this), 105, 561, "icm002.def", SDLK_r);
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bAutofight = new CAdventureMapButton (CGI->generaltexth->zelp[382].first, CGI->generaltexth->zelp[382].second, boost::bind(&CBattleInterface::bAutofightf,this), 157, 561, "icm004.def", SDLK_a);
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bSpell = new CAdventureMapButton (CGI->generaltexth->zelp[385].first, CGI->generaltexth->zelp[385].second, boost::bind(&CBattleInterface::bSpellf,this), 645, 561, "icm005.def", SDLK_c);
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bWait = new CAdventureMapButton (CGI->generaltexth->zelp[386].first, CGI->generaltexth->zelp[386].second, boost::bind(&CBattleInterface::bWaitf,this), 696, 561, "icm006.def", SDLK_w);
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bDefence = new CAdventureMapButton (CGI->generaltexth->zelp[387].first, CGI->generaltexth->zelp[387].second, boost::bind(&CBattleInterface::bDefencef,this), 747, 561, "icm007.def", SDLK_d);
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bDefence->assignedKeys.insert(SDLK_SPACE);
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bConsoleUp = new CAdventureMapButton (std::string(), std::string(), boost::bind(&CBattleInterface::bConsoleUpf,this), 624, 561, "ComSlide.def", SDLK_UP);
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bConsoleDown = new CAdventureMapButton (std::string(), std::string(), boost::bind(&CBattleInterface::bConsoleDownf,this), 624, 580, "ComSlide.def", SDLK_DOWN);
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bConsoleDown->setOffset(2);
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console = new CBattleConsole();
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console->pos.x += 211;
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console->pos.y += 560;
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console->pos.w = 406;
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console->pos.h = 38;
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if(tacticsMode)
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{
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btactNext = new CAdventureMapButton(std::string(), std::string(), boost::bind(&CBattleInterface::bTacticNextStack,this, (CStack*)nullptr), 213, 560, "icm011.def", SDLK_SPACE);
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btactEnd = new CAdventureMapButton(std::string(), std::string(), boost::bind(&CBattleInterface::bEndTacticPhase,this), 419, 560, "icm012.def", SDLK_RETURN);
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menu = BitmapHandler::loadBitmap("COPLACBR.BMP");
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}
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else
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{
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menu = BitmapHandler::loadBitmap("CBAR.BMP");
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btactEnd = btactNext = nullptr;
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}
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graphics->blueToPlayersAdv(menu, curInt->playerID);
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//loading hero animations
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if(hero1) // attacking hero
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{
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std::string battleImage;
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if ( hero1->sex )
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battleImage = hero1->type->heroClass->imageBattleFemale;
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else
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battleImage = hero1->type->heroClass->imageBattleMale;
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attackingHero = new CBattleHero(battleImage, false, hero1->tempOwner, hero1->tempOwner == curInt->playerID ? hero1 : nullptr, this);
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attackingHero->pos = genRect(attackingHero->dh->ourImages[0].bitmap->h, attackingHero->dh->ourImages[0].bitmap->w, pos.x - 43, pos.y - 19);
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}
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else
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{
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attackingHero = nullptr;
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}
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if(hero2) // defending hero
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{
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std::string battleImage;
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if ( hero2->sex )
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battleImage = hero2->type->heroClass->imageBattleFemale;
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else
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battleImage = hero2->type->heroClass->imageBattleMale;
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defendingHero = new CBattleHero(battleImage, true, hero2->tempOwner, hero2->tempOwner == curInt->playerID ? hero2 : nullptr, this);
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defendingHero->pos = genRect(defendingHero->dh->ourImages[0].bitmap->h, defendingHero->dh->ourImages[0].bitmap->w, pos.x + 693, pos.y - 19);
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}
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else
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{
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defendingHero = nullptr;
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}
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//preparing cells and hexes
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cellBorder = BitmapHandler::loadBitmap("CCELLGRD.BMP");
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CSDL_Ext::alphaTransform(cellBorder);
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cellShade = BitmapHandler::loadBitmap("CCELLSHD.BMP");
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CSDL_Ext::alphaTransform(cellShade);
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for(int h = 0; h < GameConstants::BFIELD_SIZE; ++h)
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{
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auto hex = new CClickableHex();
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hex->myNumber = h;
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hex->pos = hexPosition(h);
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hex->accessible = true;
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hex->myInterface = this;
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bfield.push_back(hex);
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}
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//locking occupied positions on batlefield
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for(const CStack *s : stacks) //stacks gained at top of this function
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if(s->position >= 0) //turrets have position < 0
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bfield[s->position]->accessible = false;
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//loading projectiles for units
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for(const CStack *s : stacks)
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{
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if(s->getCreature()->isShooting())
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{
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CDefHandler *&projectile = idToProjectile[s->getCreature()->idNumber];
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const CCreature * creature;//creature whose shots should be loaded
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if (s->getCreature()->idNumber == CreatureID::ARROW_TOWERS)
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creature = CGI->creh->creatures[siegeH->town->town->clientInfo.siegeShooter];
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else
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creature = s->getCreature();
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projectile = CDefHandler::giveDef(creature->animation.projectileImageName);
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for(auto & elem : projectile->ourImages) //alpha transforming
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{
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CSDL_Ext::alphaTransform(elem.bitmap);
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}
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}
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}
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//preparing graphic with cell borders
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cellBorders = CSDL_Ext::newSurface(background->w, background->h, cellBorder);
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//copying palette
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for(int g=0; g<cellBorder->format->palette->ncolors; ++g) //we assume that cellBorders->format->palette->ncolors == 256
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{
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cellBorders->format->palette->colors[g] = cellBorder->format->palette->colors[g];
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}
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//palette copied
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for(int i=0; i<GameConstants::BFIELD_HEIGHT; ++i) //rows
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{
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for(int j=0; j<GameConstants::BFIELD_WIDTH-2; ++j) //columns
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{
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int x = 58 + (i%2==0 ? 22 : 0) + 44*j;
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int y = 86 + 42 * i;
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for(int cellX = 0; cellX < cellBorder->w; ++cellX)
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{
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for(int cellY = 0; cellY < cellBorder->h; ++cellY)
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{
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if(y+cellY < cellBorders->h && x+cellX < cellBorders->w)
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* ((Uint8*)cellBorders->pixels + (y+cellY) * cellBorders->pitch + (x+cellX)) |= * ((Uint8*)cellBorder->pixels + cellY * cellBorder->pitch + cellX);
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}
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}
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}
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}
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backgroundWithHexes = CSDL_Ext::newSurface(background->w, background->h, screen);
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//preparing obstacle defs
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auto obst = curInt->cb->battleGetAllObstacles();
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for(auto & elem : obst)
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{
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const int ID = elem->ID;
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if(elem->obstacleType == CObstacleInstance::USUAL)
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{
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idToObstacle[ID] = CDefHandler::giveDef(elem->getInfo().defName);
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for(auto & _n : idToObstacle[ID]->ourImages)
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{
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SDL_SetColorKey(_n.bitmap, SDL_SRCCOLORKEY, SDL_MapRGB(_n.bitmap->format,0,255,255));
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}
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}
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else if(elem->obstacleType == CObstacleInstance::ABSOLUTE_OBSTACLE)
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{
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idToAbsoluteObstacle[ID] = BitmapHandler::loadBitmap(elem->getInfo().defName);
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}
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}
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quicksand = CDefHandler::giveDef("C17SPE1.DEF");
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landMine = CDefHandler::giveDef("C09SPF1.DEF");
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fireWall = CDefHandler::giveDef("C07SPF61");
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bigForceField[0] = CDefHandler::giveDef("C15SPE10.DEF");
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bigForceField[1] = CDefHandler::giveDef("C15SPE7.DEF");
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smallForceField[0] = CDefHandler::giveDef("C15SPE1.DEF");
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smallForceField[1] = CDefHandler::giveDef("C15SPE4.DEF");
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for(auto hex : bfield)
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addChild(hex);
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if(tacticsMode)
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bTacticNextStack();
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CCS->musich->stopMusic();
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int channel = CCS->soundh->playSoundFromSet(CCS->soundh->battleIntroSounds);
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auto onIntroPlayed = []()
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{
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if (LOCPLINT->battleInt)
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CCS->musich->playMusicFromSet("battle", true);
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};
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CCS->soundh->setCallback(channel, onIntroPlayed);
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memset(stackCountOutsideHexes, 1, GameConstants::BFIELD_SIZE * sizeof(bool)); //initialize array with trues
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currentAction = INVALID;
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selectedAction = INVALID;
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addUsedEvents(RCLICK | MOVE | KEYBOARD);
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}
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CBattleInterface::~CBattleInterface()
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{
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curInt->battleInt = nullptr;
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givenCommand->cond.notify_all(); //that two lines should make any activeStack waiting thread to finish
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if (active) //dirty fix for #485
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{
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deactivate();
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}
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SDL_FreeSurface(background);
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SDL_FreeSurface(menu);
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SDL_FreeSurface(amountNormal);
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SDL_FreeSurface(amountNegative);
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SDL_FreeSurface(amountPositive);
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SDL_FreeSurface(amountEffNeutral);
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SDL_FreeSurface(cellBorders);
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SDL_FreeSurface(backgroundWithHexes);
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delete bOptions;
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delete bSurrender;
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delete bFlee;
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delete bAutofight;
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delete bSpell;
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delete bWait;
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delete bDefence;
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|
|
for(auto hex : bfield)
|
|
delete hex;
|
|
|
|
delete bConsoleUp;
|
|
delete bConsoleDown;
|
|
delete console;
|
|
delete givenCommand;
|
|
|
|
delete attackingHero;
|
|
delete defendingHero;
|
|
delete queue;
|
|
|
|
SDL_FreeSurface(cellBorder);
|
|
SDL_FreeSurface(cellShade);
|
|
|
|
for(auto & elem : creAnims)
|
|
delete elem.second;
|
|
|
|
for(auto & elem : idToProjectile)
|
|
delete elem.second;
|
|
|
|
for(auto & elem : idToObstacle)
|
|
delete elem.second;
|
|
|
|
delete quicksand;
|
|
delete landMine;
|
|
delete fireWall;
|
|
delete smallForceField[0];
|
|
delete smallForceField[1];
|
|
delete bigForceField[0];
|
|
delete bigForceField[1];
|
|
|
|
delete siegeH;
|
|
|
|
//TODO: play AI tracks if battle was during AI turn
|
|
//if (!curInt->makingTurn)
|
|
//CCS->musich->playMusicFromSet(CCS->musich->aiMusics, -1);
|
|
|
|
if(adventureInt && adventureInt->selection)
|
|
{
|
|
int terrain = LOCPLINT->cb->getTile(adventureInt->selection->visitablePos())->terType;
|
|
CCS->musich->playMusicFromSet("terrain", terrain, true);
|
|
}
|
|
}
|
|
|
|
void CBattleInterface::setPrintCellBorders(bool set)
|
|
{
|
|
Settings cellBorders = settings.write["battle"]["cellBorders"];
|
|
cellBorders->Bool() = set;
|
|
|
|
redrawBackgroundWithHexes(activeStack);
|
|
GH.totalRedraw();
|
|
}
|
|
|
|
void CBattleInterface::setPrintStackRange(bool set)
|
|
{
|
|
Settings stackRange = settings.write["battle"]["stackRange"];
|
|
stackRange->Bool() = set;
|
|
|
|
redrawBackgroundWithHexes(activeStack);
|
|
GH.totalRedraw();
|
|
}
|
|
|
|
void CBattleInterface::setPrintMouseShadow(bool set)
|
|
{
|
|
Settings shadow = settings.write["battle"]["mouseShadow"];
|
|
shadow->Bool() = set;
|
|
}
|
|
|
|
void CBattleInterface::activate()
|
|
{
|
|
if(curInt->isAutoFightOn)
|
|
{
|
|
bAutofight->activate();
|
|
return;
|
|
}
|
|
|
|
CIntObject::activate();
|
|
bOptions->activate();
|
|
bSurrender->activate();
|
|
bFlee->activate();
|
|
bAutofight->activate();
|
|
bSpell->activate();
|
|
bWait->activate();
|
|
bDefence->activate();
|
|
|
|
for(auto hex : bfield)
|
|
hex->activate();
|
|
|
|
if(attackingHero)
|
|
attackingHero->activate();
|
|
if(defendingHero)
|
|
defendingHero->activate();
|
|
if(settings["battle"]["showQueue"].Bool())
|
|
queue->activate();
|
|
|
|
if(tacticsMode)
|
|
{
|
|
btactNext->activate();
|
|
btactEnd->activate();
|
|
}
|
|
else
|
|
{
|
|
bConsoleUp->activate();
|
|
bConsoleDown->activate();
|
|
}
|
|
|
|
LOCPLINT->cingconsole->activate();
|
|
}
|
|
|
|
void CBattleInterface::deactivate()
|
|
{
|
|
CIntObject::deactivate();
|
|
|
|
bOptions->deactivate();
|
|
bSurrender->deactivate();
|
|
bFlee->deactivate();
|
|
bAutofight->deactivate();
|
|
bSpell->deactivate();
|
|
bWait->deactivate();
|
|
bDefence->deactivate();
|
|
|
|
for(auto hex : bfield)
|
|
hex->deactivate();
|
|
|
|
if(attackingHero)
|
|
attackingHero->deactivate();
|
|
if(defendingHero)
|
|
defendingHero->deactivate();
|
|
if(settings["battle"]["showQueue"].Bool())
|
|
queue->deactivate();
|
|
|
|
if(tacticsMode)
|
|
{
|
|
btactNext->deactivate();
|
|
btactEnd->deactivate();
|
|
}
|
|
else
|
|
{
|
|
bConsoleUp->deactivate();
|
|
bConsoleDown->deactivate();
|
|
}
|
|
|
|
LOCPLINT->cingconsole->deactivate();
|
|
}
|
|
|
|
void CBattleInterface::keyPressed(const SDL_KeyboardEvent & key)
|
|
{
|
|
if(key.keysym.sym == SDLK_q && key.state == SDL_PRESSED)
|
|
{
|
|
if(settings["battle"]["showQueue"].Bool()) //hide queue
|
|
hideQueue();
|
|
else
|
|
showQueue();
|
|
|
|
}
|
|
else if(key.keysym.sym == SDLK_ESCAPE && spellDestSelectMode)
|
|
{
|
|
endCastingSpell();
|
|
}
|
|
}
|
|
void CBattleInterface::mouseMoved(const SDL_MouseMotionEvent &sEvent)
|
|
{
|
|
auto hexItr = std::find_if(bfield.begin(), bfield.end(), [](const CClickableHex *hex)
|
|
{
|
|
return hex->hovered && hex->strictHovered;
|
|
});
|
|
|
|
handleHex(hexItr == bfield.end() ? -1 : (*hexItr)->myNumber, MOVE);
|
|
}
|
|
|
|
void CBattleInterface::setBattleCursor(const int myNumber)
|
|
{
|
|
const CClickableHex & hoveredHex = *bfield[myNumber];
|
|
CCursorHandler *cursor = CCS->curh;
|
|
|
|
const double subdividingAngle = 2.0*M_PI/6.0; // Divide a hex into six sectors.
|
|
const double hexMidX = hoveredHex.pos.x + hoveredHex.pos.w/2;
|
|
const double hexMidY = hoveredHex.pos.y + hoveredHex.pos.h/2;
|
|
const double cursorHexAngle = M_PI - atan2(hexMidY - cursor->ypos, cursor->xpos - hexMidX) + subdividingAngle/2; //TODO: refactor this nightmare
|
|
const double sector = fmod(cursorHexAngle/subdividingAngle, 6.0);
|
|
const int zigzagCorrection = !((myNumber/GameConstants::BFIELD_WIDTH)%2); // Off-by-one correction needed to deal with the odd battlefield rows.
|
|
|
|
std::vector<int> sectorCursor; // From left to bottom left.
|
|
sectorCursor.push_back(8);
|
|
sectorCursor.push_back(9);
|
|
sectorCursor.push_back(10);
|
|
sectorCursor.push_back(11);
|
|
sectorCursor.push_back(12);
|
|
sectorCursor.push_back(7);
|
|
|
|
const bool doubleWide = activeStack->doubleWide();
|
|
bool aboveAttackable = true, belowAttackable = true;
|
|
|
|
// Exclude directions which cannot be attacked from.
|
|
// Check to the left.
|
|
if (myNumber%GameConstants::BFIELD_WIDTH <= 1 || !vstd::contains(occupyableHexes, myNumber - 1))
|
|
{
|
|
sectorCursor[0] = -1;
|
|
}
|
|
// Check top left, top right as well as above for 2-hex creatures.
|
|
if (myNumber/GameConstants::BFIELD_WIDTH == 0)
|
|
{
|
|
sectorCursor[1] = -1;
|
|
sectorCursor[2] = -1;
|
|
aboveAttackable = false;
|
|
}
|
|
else
|
|
{
|
|
if (doubleWide)
|
|
{
|
|
bool attackRow[4] = {true, true, true, true};
|
|
|
|
if (myNumber%GameConstants::BFIELD_WIDTH <= 1 || !vstd::contains(occupyableHexes, myNumber - GameConstants::BFIELD_WIDTH - 2 + zigzagCorrection))
|
|
attackRow[0] = false;
|
|
if (!vstd::contains(occupyableHexes, myNumber - GameConstants::BFIELD_WIDTH - 1 + zigzagCorrection))
|
|
attackRow[1] = false;
|
|
if (!vstd::contains(occupyableHexes, myNumber - GameConstants::BFIELD_WIDTH + zigzagCorrection))
|
|
attackRow[2] = false;
|
|
if (myNumber%GameConstants::BFIELD_WIDTH >= GameConstants::BFIELD_WIDTH - 2 || !vstd::contains(occupyableHexes, myNumber - GameConstants::BFIELD_WIDTH + 1 + zigzagCorrection))
|
|
attackRow[3] = false;
|
|
|
|
if (!(attackRow[0] && attackRow[1]))
|
|
sectorCursor[1] = -1;
|
|
if (!(attackRow[1] && attackRow[2]))
|
|
aboveAttackable = false;
|
|
if (!(attackRow[2] && attackRow[3]))
|
|
sectorCursor[2] = -1;
|
|
}
|
|
else
|
|
{
|
|
if (!vstd::contains(occupyableHexes, myNumber - GameConstants::BFIELD_WIDTH - 1 + zigzagCorrection))
|
|
sectorCursor[1] = -1;
|
|
if (!vstd::contains(occupyableHexes, myNumber - GameConstants::BFIELD_WIDTH + zigzagCorrection))
|
|
sectorCursor[2] = -1;
|
|
}
|
|
}
|
|
// Check to the right.
|
|
if (myNumber%GameConstants::BFIELD_WIDTH >= GameConstants::BFIELD_WIDTH - 2 || !vstd::contains(occupyableHexes, myNumber + 1))
|
|
{
|
|
sectorCursor[3] = -1;
|
|
}
|
|
// Check bottom right, bottom left as well as below for 2-hex creatures.
|
|
if (myNumber/GameConstants::BFIELD_WIDTH == GameConstants::BFIELD_HEIGHT - 1)
|
|
{
|
|
sectorCursor[4] = -1;
|
|
sectorCursor[5] = -1;
|
|
belowAttackable = false;
|
|
}
|
|
else
|
|
{
|
|
if (doubleWide)
|
|
{
|
|
bool attackRow[4] = {true, true, true, true};
|
|
|
|
if (myNumber%GameConstants::BFIELD_WIDTH <= 1 || !vstd::contains(occupyableHexes, myNumber + GameConstants::BFIELD_WIDTH - 2 + zigzagCorrection))
|
|
attackRow[0] = false;
|
|
if (!vstd::contains(occupyableHexes, myNumber + GameConstants::BFIELD_WIDTH - 1 + zigzagCorrection))
|
|
attackRow[1] = false;
|
|
if (!vstd::contains(occupyableHexes, myNumber + GameConstants::BFIELD_WIDTH + zigzagCorrection))
|
|
attackRow[2] = false;
|
|
if (myNumber%GameConstants::BFIELD_WIDTH >= GameConstants::BFIELD_WIDTH - 2 || !vstd::contains(occupyableHexes, myNumber + GameConstants::BFIELD_WIDTH + 1 + zigzagCorrection))
|
|
attackRow[3] = false;
|
|
|
|
if (!(attackRow[0] && attackRow[1]))
|
|
sectorCursor[5] = -1;
|
|
if (!(attackRow[1] && attackRow[2]))
|
|
belowAttackable = false;
|
|
if (!(attackRow[2] && attackRow[3]))
|
|
sectorCursor[4] = -1;
|
|
}
|
|
else
|
|
{
|
|
if (!vstd::contains(occupyableHexes, myNumber + GameConstants::BFIELD_WIDTH + zigzagCorrection))
|
|
sectorCursor[4] = -1;
|
|
if (!vstd::contains(occupyableHexes, myNumber + GameConstants::BFIELD_WIDTH - 1 + zigzagCorrection))
|
|
sectorCursor[5] = -1;
|
|
}
|
|
}
|
|
|
|
// Determine index from sector.
|
|
int cursorIndex;
|
|
if (doubleWide)
|
|
{
|
|
sectorCursor.insert(sectorCursor.begin() + 5, belowAttackable ? 13 : -1);
|
|
sectorCursor.insert(sectorCursor.begin() + 2, aboveAttackable ? 14 : -1);
|
|
|
|
if (sector < 1.5)
|
|
cursorIndex = sector;
|
|
else if (sector >= 1.5 && sector < 2.5)
|
|
cursorIndex = 2;
|
|
else if (sector >= 2.5 && sector < 4.5)
|
|
cursorIndex = (int) sector + 1;
|
|
else if (sector >= 4.5 && sector < 5.5)
|
|
cursorIndex = 6;
|
|
else
|
|
cursorIndex = (int) sector + 2;
|
|
}
|
|
else
|
|
{
|
|
cursorIndex = sector;
|
|
}
|
|
|
|
// Generally should NEVER happen, but to avoid the possibility of having endless loop below... [#1016]
|
|
if(!vstd::contains_if(sectorCursor, [](int sc) { return sc != -1; }))
|
|
{
|
|
logGlobal->errorStream() << "Error: for hex " << myNumber << " cannot find a hex to attack from!";
|
|
attackingHex = -1;
|
|
return;
|
|
}
|
|
|
|
// Find the closest direction attackable, starting with the right one.
|
|
// FIXME: Is this really how the original H3 client does it?
|
|
int i = 0;
|
|
while (sectorCursor[(cursorIndex + i)%sectorCursor.size()] == -1) //Why hast thou forsaken me?
|
|
i = i <= 0 ? 1 - i : -i; // 0, 1, -1, 2, -2, 3, -3 etc..
|
|
int index = (cursorIndex + i)%sectorCursor.size(); //hopefully we get elements from sectorCursor
|
|
cursor->changeGraphic(ECursor::COMBAT, sectorCursor[index]);
|
|
switch (index)
|
|
{
|
|
case 0:
|
|
attackingHex = myNumber - 1; //left
|
|
break;
|
|
case 1:
|
|
attackingHex = myNumber - GameConstants::BFIELD_WIDTH - 1 + zigzagCorrection; //top left
|
|
break;
|
|
case 2:
|
|
attackingHex = myNumber - GameConstants::BFIELD_WIDTH + zigzagCorrection; //top right
|
|
break;
|
|
case 3:
|
|
attackingHex = myNumber + 1; //right
|
|
break;
|
|
case 4:
|
|
attackingHex = myNumber + GameConstants::BFIELD_WIDTH + zigzagCorrection; //bottom right
|
|
break;
|
|
case 5:
|
|
attackingHex = myNumber + GameConstants::BFIELD_WIDTH - 1 + zigzagCorrection; //bottom left
|
|
break;
|
|
}
|
|
BattleHex hex(attackingHex);
|
|
if (!hex.isValid())
|
|
attackingHex = -1;
|
|
}
|
|
|
|
void CBattleInterface::clickRight(tribool down, bool previousState)
|
|
{
|
|
if(!down && spellDestSelectMode)
|
|
{
|
|
endCastingSpell();
|
|
}
|
|
}
|
|
|
|
void CBattleInterface::bOptionsf()
|
|
{
|
|
if(spellDestSelectMode) //we are casting a spell
|
|
return;
|
|
|
|
CCS->curh->changeGraphic(ECursor::ADVENTURE,0);
|
|
|
|
Rect tempRect = genRect(431, 481, 160, 84);
|
|
tempRect += pos.topLeft();
|
|
auto optionsWin = new CBattleOptionsWindow(tempRect, this);
|
|
GH.pushInt(optionsWin);
|
|
}
|
|
|
|
void CBattleInterface::bSurrenderf()
|
|
{
|
|
if(spellDestSelectMode) //we are casting a spell
|
|
return;
|
|
|
|
int cost = curInt->cb->battleGetSurrenderCost();
|
|
if(cost >= 0)
|
|
{
|
|
std::string enemyHeroName = curInt->cb->battleGetEnemyHero().name;
|
|
if(enemyHeroName.empty())
|
|
enemyHeroName = "#ENEMY#"; //TODO: should surrendering without enemy hero be enabled?
|
|
|
|
std::string surrenderMessage = boost::str(boost::format(CGI->generaltexth->allTexts[32]) % enemyHeroName % cost); //%s states: "I will accept your surrender and grant you and your troops safe passage for the price of %d gold."
|
|
curInt->showYesNoDialog(surrenderMessage, [this]{ reallySurrender(); }, 0, false);
|
|
}
|
|
}
|
|
|
|
void CBattleInterface::bFleef()
|
|
{
|
|
if(spellDestSelectMode) //we are casting a spell
|
|
return;
|
|
|
|
if( curInt->cb->battleCanFlee() )
|
|
{
|
|
CFunctionList<void()> ony = boost::bind(&CBattleInterface::reallyFlee,this);
|
|
curInt->showYesNoDialog(CGI->generaltexth->allTexts[28], ony, 0, false); //Are you sure you want to retreat?
|
|
}
|
|
else
|
|
{
|
|
std::vector<CComponent*> comps;
|
|
std::string heroName;
|
|
//calculating fleeing hero's name
|
|
if(attackingHeroInstance)
|
|
if(attackingHeroInstance->tempOwner == curInt->cb->getMyColor())
|
|
heroName = attackingHeroInstance->name;
|
|
if(defendingHeroInstance)
|
|
if(defendingHeroInstance->tempOwner == curInt->cb->getMyColor())
|
|
heroName = defendingHeroInstance->name;
|
|
//calculating text
|
|
char buffer[1000];
|
|
sprintf(buffer, CGI->generaltexth->allTexts[340].c_str(), heroName.c_str()); //The Shackles of War are present. %s can not retreat!
|
|
|
|
//printing message
|
|
curInt->showInfoDialog(std::string(buffer), comps);
|
|
}
|
|
}
|
|
|
|
void CBattleInterface::reallyFlee()
|
|
{
|
|
giveCommand(Battle::RETREAT,0,0);
|
|
CCS->curh->changeGraphic(ECursor::ADVENTURE, 0);
|
|
}
|
|
|
|
void CBattleInterface::reallySurrender()
|
|
{
|
|
if(curInt->cb->getResourceAmount(Res::GOLD) < curInt->cb->battleGetSurrenderCost())
|
|
{
|
|
curInt->showInfoDialog(CGI->generaltexth->allTexts[29]); //You don't have enough gold!
|
|
}
|
|
else
|
|
{
|
|
giveCommand(Battle::SURRENDER,0,0);
|
|
CCS->curh->changeGraphic(ECursor::ADVENTURE, 0);
|
|
}
|
|
}
|
|
|
|
void CBattleInterface::bAutofightf()
|
|
{
|
|
if(spellDestSelectMode) //we are casting a spell
|
|
return;
|
|
|
|
//Stop auto-fight mode
|
|
if(curInt->isAutoFightOn)
|
|
{
|
|
assert(curInt->autofightingAI);
|
|
curInt->isAutoFightOn = false;
|
|
logGlobal->traceStream() << "Stopping the autofight...";
|
|
}
|
|
else
|
|
{
|
|
curInt->isAutoFightOn = true;
|
|
blockUI(true);
|
|
|
|
auto ai = CDynLibHandler::getNewBattleAI(settings["server"]["neutralAI"].String());
|
|
ai->init(curInt->cb);
|
|
ai->battleStart(army1, army2, int3(0,0,0), attackingHeroInstance, defendingHeroInstance, curInt->cb->battleGetMySide());
|
|
curInt->autofightingAI = ai;
|
|
curInt->cb->registerBattleInterface(ai);
|
|
|
|
requestAutofightingAIToTakeAction();
|
|
}
|
|
}
|
|
|
|
void CBattleInterface::bSpellf()
|
|
{
|
|
if(spellDestSelectMode) //we are casting a spell
|
|
return;
|
|
|
|
CCS->curh->changeGraphic(ECursor::ADVENTURE,0);
|
|
|
|
if(!myTurn)
|
|
return;
|
|
|
|
auto myHero = currentHero();
|
|
ESpellCastProblem::ESpellCastProblem spellCastProblem;
|
|
if (curInt->cb->battleCanCastSpell(&spellCastProblem))
|
|
{
|
|
auto spellWindow = new CSpellWindow(genRect(595, 620, (screen->w - 620)/2, (screen->h - 595)/2), myHero, curInt.get());
|
|
GH.pushInt(spellWindow);
|
|
}
|
|
else if(spellCastProblem == ESpellCastProblem::MAGIC_IS_BLOCKED)
|
|
{
|
|
//Handle Orb of Inhibition-like effects -> we want to display dialog with info, why casting is impossible
|
|
auto blockingBonus = currentHero()->getBonusLocalFirst(Selector::type(Bonus::BLOCK_ALL_MAGIC));
|
|
if(!blockingBonus)
|
|
return;;
|
|
|
|
if(blockingBonus->source == Bonus::ARTIFACT)
|
|
{
|
|
const int artID = blockingBonus->sid;
|
|
//If we have artifact, put name of our hero. Otherwise assume it's the enemy.
|
|
//TODO check who *really* is source of bonus
|
|
std::string heroName = myHero->hasArt(artID) ? myHero->name : enemyHero().name;
|
|
|
|
//%s wields the %s, an ancient artifact which creates a p dead to all magic.
|
|
LOCPLINT->showInfoDialog(boost::str(boost::format(CGI->generaltexth->allTexts[683])
|
|
% heroName % CGI->arth->artifacts[artID]->Name()));
|
|
}
|
|
}
|
|
}
|
|
|
|
void CBattleInterface::bWaitf()
|
|
{
|
|
if(spellDestSelectMode) //we are casting a spell
|
|
return;
|
|
|
|
if(activeStack != nullptr)
|
|
giveCommand(Battle::WAIT,0,activeStack->ID);
|
|
}
|
|
|
|
void CBattleInterface::bDefencef()
|
|
{
|
|
if(spellDestSelectMode) //we are casting a spell
|
|
return;
|
|
|
|
if(activeStack != nullptr)
|
|
giveCommand(Battle::DEFEND,0,activeStack->ID);
|
|
}
|
|
|
|
void CBattleInterface::bConsoleUpf()
|
|
{
|
|
if(spellDestSelectMode) //we are casting a spell
|
|
return;
|
|
|
|
console->scrollUp();
|
|
}
|
|
|
|
void CBattleInterface::bConsoleDownf()
|
|
{
|
|
if(spellDestSelectMode) //we are casting a spell
|
|
return;
|
|
|
|
console->scrollDown();
|
|
}
|
|
|
|
void CBattleInterface::newStack(const CStack * stack)
|
|
{
|
|
creDir[stack->ID] = stack->attackerOwned; // must be set before getting stack position
|
|
|
|
Point coords = CClickableHex::getXYUnitAnim(stack->position, stack, this);
|
|
|
|
if(stack->position < 0) //turret
|
|
{
|
|
const CCreature * turretCreature = CGI->creh->creatures[siegeH->town->town->clientInfo.siegeShooter];
|
|
|
|
creAnims[stack->ID] = AnimationControls::getAnimation(turretCreature);
|
|
|
|
// Turret positions are read out of the config/wall_pos.txt
|
|
int posID = 0;
|
|
switch (stack->position)
|
|
{
|
|
case -2: // keep creature
|
|
posID = 18;
|
|
break;
|
|
case -3: // bottom creature
|
|
posID = 19;
|
|
break;
|
|
case -4: // upper creature
|
|
posID = 20;
|
|
break;
|
|
}
|
|
|
|
if (posID != 0)
|
|
{
|
|
coords.x = siegeH->town->town->clientInfo.siegePositions[posID].x + this->pos.x;
|
|
coords.y = siegeH->town->town->clientInfo.siegePositions[posID].y + this->pos.y;
|
|
}
|
|
creAnims[stack->ID]->pos.h = 225;
|
|
}
|
|
else
|
|
{
|
|
creAnims[stack->ID] = AnimationControls::getAnimation(stack->getCreature());
|
|
creAnims[stack->ID]->onAnimationReset += std::bind(&onAnimationFinished, stack, creAnims[stack->ID]);
|
|
creAnims[stack->ID]->pos.h = creAnims[stack->ID]->getHeight();
|
|
}
|
|
creAnims[stack->ID]->pos.x = coords.x;
|
|
creAnims[stack->ID]->pos.y = coords.y;
|
|
creAnims[stack->ID]->pos.w = creAnims[stack->ID]->getWidth();
|
|
creAnims[stack->ID]->setType(CCreatureAnim::HOLDING);
|
|
|
|
}
|
|
|
|
void CBattleInterface::stackRemoved(int stackID)
|
|
{
|
|
delete creAnims[stackID];
|
|
creAnims.erase(stackID);
|
|
creDir.erase(stackID);
|
|
//FIXME: what if currently removed stack is active one (Sacrifice)?
|
|
|
|
redrawBackgroundWithHexes(activeStack);
|
|
queue->update();
|
|
}
|
|
|
|
void CBattleInterface::stackActivated(const CStack * stack) //TODO: check it all before game state is changed due to abilities
|
|
{
|
|
//givenCommand = nullptr;
|
|
stackToActivate = stack;
|
|
waitForAnims();
|
|
//if(pendingAnims.size() == 0)
|
|
if(stackToActivate) //during waiting stack may have gotten activated through show
|
|
activateStack();
|
|
}
|
|
|
|
void CBattleInterface::stackMoved(const CStack * stack, std::vector<BattleHex> destHex, int distance)
|
|
{
|
|
addNewAnim(new CMovementAnimation(this, stack, destHex, distance));
|
|
waitForAnims();
|
|
}
|
|
|
|
void CBattleInterface::stacksAreAttacked(std::vector<StackAttackedInfo> attackedInfos)
|
|
{
|
|
for (auto & attackedInfo : attackedInfos)
|
|
{
|
|
if (!attackedInfo.cloneKilled) //FIXME: play dead animation for cloned creature before it vanishes
|
|
addNewAnim(new CDefenceAnimation(attackedInfo, this));
|
|
if (attackedInfo.rebirth)
|
|
{
|
|
displayEffect(50, attackedInfo.defender->position); //TODO: play reverse death animation
|
|
CCS->soundh->playSound(soundBase::RESURECT);
|
|
}
|
|
}
|
|
waitForAnims();
|
|
int targets = 0, killed = 0, damage = 0;
|
|
for(auto & attackedInfo : attackedInfos)
|
|
{
|
|
++targets;
|
|
killed += attackedInfo.amountKilled;
|
|
damage += attackedInfo.dmg;
|
|
}
|
|
if (attackedInfos.front().cloneKilled) //FIXME: cloned stack is already removed
|
|
return;
|
|
if (targets > 1)
|
|
printConsoleAttacked(attackedInfos.front().defender, damage, killed, attackedInfos.front().attacker, true); //creatures perish
|
|
else
|
|
printConsoleAttacked(attackedInfos.front().defender, damage, killed, attackedInfos.front().attacker, false);
|
|
|
|
for(auto & attackedInfo : attackedInfos)
|
|
{
|
|
if (attackedInfo.rebirth)
|
|
creAnims[attackedInfo.defender->ID]->setType(CCreatureAnim::HOLDING);
|
|
if (attackedInfo.cloneKilled)
|
|
stackRemoved(attackedInfo.defender->ID);
|
|
}
|
|
}
|
|
|
|
void CBattleInterface::stackAttacking( const CStack * attacker, BattleHex dest, const CStack * attacked, bool shooting )
|
|
{
|
|
if (shooting)
|
|
{
|
|
addNewAnim(new CShootingAnimation(this, attacker, dest, attacked));
|
|
}
|
|
else
|
|
{
|
|
addNewAnim(new CMeleeAttackAnimation(this, attacker, dest, attacked));
|
|
}
|
|
//waitForAnims();
|
|
}
|
|
|
|
void CBattleInterface::newRoundFirst( int round )
|
|
{
|
|
waitForAnims();
|
|
}
|
|
|
|
void CBattleInterface::newRound(int number)
|
|
{
|
|
console->addText(CGI->generaltexth->allTexts[412]);
|
|
|
|
//unlock spellbook
|
|
//bSpell->block(!curInt->cb->battleCanCastSpell());
|
|
//don't unlock spellbook - this should be done when we have axctive creature
|
|
}
|
|
|
|
void CBattleInterface::giveCommand(Battle::ActionType action, BattleHex tile, ui32 stackID, si32 additional, si32 selected)
|
|
{
|
|
const CStack *stack = curInt->cb->battleGetStackByID(stackID);
|
|
if(!stack && action != Battle::HERO_SPELL && action != Battle::RETREAT && action != Battle::SURRENDER)
|
|
{
|
|
return;
|
|
}
|
|
|
|
if(stack && stack != activeStack)
|
|
logGlobal->warnStream() << "Warning: giving an order to a non-active stack?";
|
|
|
|
auto ba = new BattleAction(); //is deleted in CPlayerInterface::activeStack()
|
|
ba->side = defendingHeroInstance ? (curInt->playerID == defendingHeroInstance->tempOwner) : false;
|
|
ba->actionType = action;
|
|
ba->destinationTile = tile;
|
|
ba->stackNumber = stackID;
|
|
ba->additionalInfo = additional;
|
|
ba->selectedStack = selected;
|
|
|
|
//some basic validations
|
|
switch(action)
|
|
{
|
|
case Battle::WALK_AND_ATTACK:
|
|
assert(curInt->cb->battleGetStackByPos(additional)); //stack to attack must exist
|
|
case Battle::WALK:
|
|
case Battle::SHOOT:
|
|
case Battle::CATAPULT:
|
|
assert(tile < GameConstants::BFIELD_SIZE);
|
|
break;
|
|
}
|
|
|
|
if(!tacticsMode)
|
|
{
|
|
logGlobal->traceStream() << "Setting command for " << (stack ? stack->nodeName() : "hero");
|
|
myTurn = false;
|
|
setActiveStack(nullptr);
|
|
givenCommand->setn(ba);
|
|
}
|
|
else
|
|
{
|
|
curInt->cb->battleMakeTacticAction(ba);
|
|
vstd::clear_pointer(ba);
|
|
setActiveStack(nullptr);
|
|
//next stack will be activated when action ends
|
|
}
|
|
}
|
|
|
|
bool CBattleInterface::isTileAttackable(const BattleHex & number) const
|
|
{
|
|
for(auto & elem : occupyableHexes)
|
|
{
|
|
if(BattleHex::mutualPosition(elem, number) != -1 || elem == number)
|
|
return true;
|
|
}
|
|
return false;
|
|
}
|
|
|
|
bool CBattleInterface::isCatapultAttackable(BattleHex hex) const
|
|
{
|
|
if(!siegeH || tacticsMode) return false;
|
|
|
|
auto wallPart = curInt->cb->battleHexToWallPart(hex);
|
|
if(!curInt->cb->isWallPartPotentiallyAttackable(wallPart)) return false;
|
|
|
|
auto state = curInt->cb->battleGetWallState(static_cast<int>(wallPart));
|
|
return state != EWallState::DESTROYED && state != EWallState::NONE;
|
|
}
|
|
|
|
const CGHeroInstance * CBattleInterface::getActiveHero()
|
|
{
|
|
const CStack * attacker = activeStack;
|
|
if (!attacker)
|
|
{
|
|
return nullptr;
|
|
}
|
|
|
|
if (attacker->attackerOwned)
|
|
{
|
|
return attackingHeroInstance;
|
|
}
|
|
|
|
return defendingHeroInstance;
|
|
}
|
|
|
|
void CBattleInterface::hexLclicked(int whichOne)
|
|
{
|
|
handleHex(whichOne, LCLICK);
|
|
}
|
|
|
|
void CBattleInterface::stackIsCatapulting(const CatapultAttack & ca)
|
|
{
|
|
for(auto it = ca.attackedParts.begin(); it != ca.attackedParts.end(); ++it)
|
|
{
|
|
const CStack * stack = curInt->cb->battleGetStackByID(ca.attacker);
|
|
addNewAnim(new CShootingAnimation(this, stack, it->destinationTile, nullptr, true, it->damageDealt));
|
|
}
|
|
|
|
waitForAnims();
|
|
|
|
for(auto it = ca.attackedParts.begin(); it != ca.attackedParts.end(); ++it)
|
|
{
|
|
SDL_FreeSurface(siegeH->walls[it->attackedPart + 2]);
|
|
siegeH->walls[it->attackedPart + 2] = BitmapHandler::loadBitmap(
|
|
siegeH->getSiegeName(it->attackedPart + 2, curInt->cb->battleGetWallState(it->attackedPart)) );
|
|
}
|
|
}
|
|
|
|
void CBattleInterface::battleFinished(const BattleResult& br)
|
|
{
|
|
bresult = &br;
|
|
{
|
|
auto unlockPim = vstd::makeUnlockGuard(*LOCPLINT->pim);
|
|
animsAreDisplayed.waitUntil(false);
|
|
}
|
|
displayBattleFinished();
|
|
setActiveStack(nullptr);
|
|
}
|
|
|
|
void CBattleInterface::displayBattleFinished()
|
|
{
|
|
CCS->curh->changeGraphic(ECursor::ADVENTURE,0);
|
|
|
|
SDL_Rect temp_rect = genRect(561, 470, (screen->w - 800)/2 + 165, (screen->h - 600)/2 + 19);
|
|
resWindow = new CBattleResultWindow(*bresult, temp_rect, *this->curInt);
|
|
GH.pushInt(resWindow);
|
|
}
|
|
|
|
void CBattleInterface::spellCast( const BattleSpellCast * sc )
|
|
{
|
|
const CSpell &spell = *CGI->spellh->objects[sc->id];
|
|
|
|
std::vector< std::string > anims; //for magic arrow and ice bolt
|
|
|
|
const std::string& castSoundPath = spell.getCastSound();
|
|
|
|
if(!castSoundPath.empty())
|
|
CCS->soundh->playSound(castSoundPath);
|
|
|
|
switch(sc->id)
|
|
{
|
|
case SpellID::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 SpellID::ICE_BOLT:
|
|
{
|
|
if(anims.size() == 0) //initialization of anims
|
|
{
|
|
anims.push_back("C08SPW0.DEF"); anims.push_back("C08SPW1.DEF"); anims.push_back("C08SPW2.DEF"); anims.push_back("C08SPW3.DEF"); anims.push_back("C08SPW4.DEF");
|
|
}
|
|
} //end of ice bolt only part
|
|
{ //common ice bolt and magic arrow part
|
|
//initial variables
|
|
std::string animToDisplay;
|
|
Point srccoord = (sc->side ? Point(770, 60) : Point(30, 60)) + pos;
|
|
Point destcoord = CClickableHex::getXYUnitAnim(sc->tile, curInt->cb->battleGetStackByPos(sc->tile), this); //position attacked by arrow
|
|
destcoord.x += 250; destcoord.y += 240;
|
|
|
|
//animation angle
|
|
double angle = atan2(static_cast<double>(destcoord.x - srccoord.x), static_cast<double>(destcoord.y - srccoord.y));
|
|
bool Vflip = false;
|
|
if (angle < 0)
|
|
{
|
|
Vflip = true;
|
|
angle = -angle;
|
|
}
|
|
|
|
//choosing animation by angle
|
|
if(angle > 1.50)
|
|
animToDisplay = anims[0];
|
|
else if(angle > 1.20)
|
|
animToDisplay = anims[1];
|
|
else if(angle > 0.90)
|
|
animToDisplay = anims[2];
|
|
else if(angle > 0.60)
|
|
animToDisplay = anims[3];
|
|
else
|
|
animToDisplay = anims[4];
|
|
|
|
//displaying animation
|
|
CDefEssential * animDef = CDefHandler::giveDefEss(animToDisplay);
|
|
double diffX = (destcoord.x - srccoord.x)*(destcoord.x - srccoord.x);
|
|
double diffY = (destcoord.y - srccoord.y)*(destcoord.y - srccoord.y);
|
|
double distance = sqrt(diffX + diffY);
|
|
|
|
int steps = distance / AnimationControls::getSpellEffectSpeed() + 1;
|
|
int dx = (destcoord.x - srccoord.x - animDef->ourImages[0].bitmap->w)/steps;
|
|
int dy = (destcoord.y - srccoord.y - animDef->ourImages[0].bitmap->h)/steps;
|
|
|
|
delete animDef;
|
|
addNewAnim(new CSpellEffectAnimation(this, animToDisplay, srccoord.x, srccoord.y, dx, dy, Vflip));
|
|
|
|
break; //for 15 and 16 cases
|
|
}
|
|
case SpellID::LIGHTNING_BOLT:
|
|
case SpellID::TITANS_LIGHTNING_BOLT:
|
|
case SpellID::THUNDERBOLT:
|
|
case SpellID::CHAIN_LIGHTNING: //TODO: zigzag effect
|
|
for (auto & elem : sc->affectedCres) //in case we have multiple targets
|
|
{
|
|
displayEffect(1, curInt->cb->battleGetStackByID(elem, false)->position);
|
|
displayEffect(spell.mainEffectAnim, curInt->cb->battleGetStackByID(elem, false)->position);
|
|
}
|
|
break;
|
|
case SpellID::DISPEL:
|
|
case SpellID::CURE:
|
|
case SpellID::RESURRECTION:
|
|
case SpellID::ANIMATE_DEAD:
|
|
case SpellID::DISPEL_HELPFUL_SPELLS:
|
|
case SpellID::SACRIFICE: //TODO: animation upon killed stack
|
|
for(auto & elem : sc->affectedCres)
|
|
{
|
|
displayEffect(spell.mainEffectAnim, curInt->cb->battleGetStackByID(elem, false)->position);
|
|
}
|
|
break;
|
|
case SpellID::SUMMON_FIRE_ELEMENTAL:
|
|
case SpellID::SUMMON_EARTH_ELEMENTAL:
|
|
case SpellID::SUMMON_WATER_ELEMENTAL:
|
|
case SpellID::SUMMON_AIR_ELEMENTAL:
|
|
case SpellID::CLONE:
|
|
case SpellID::REMOVE_OBSTACLE:
|
|
addNewAnim(new CDummyAnimation(this, 2)); //interface won't return until animation is played. TODO: make it smarter?
|
|
break;
|
|
} //switch(sc->id)
|
|
|
|
if (spell.isDamageSpell() && sc->affectedCres.empty()) //for example Inferno that causes no BattleStackAttacked
|
|
{
|
|
if(sc->tile.isValid() && graphics->battleACToDef.count(spell.mainEffectAnim)) //eg. when casting Lind Mine or Fire Wall
|
|
displayEffect (spell.mainEffectAnim, sc->tile);
|
|
}
|
|
|
|
//support for resistance
|
|
for(auto & elem : sc->resisted)
|
|
{
|
|
int tile = curInt->cb->battleGetStackByID(elem)->position;
|
|
displayEffect(78, tile);
|
|
}
|
|
|
|
//displaying message in console
|
|
bool customSpell = false;
|
|
if(sc->affectedCres.size() == 1)
|
|
{
|
|
std::string text = CGI->generaltexth->allTexts[195];
|
|
if(sc->castedByHero)
|
|
{
|
|
boost::algorithm::replace_first(text, "%s", curInt->cb->battleGetHeroInfo(sc->side).name);
|
|
boost::algorithm::replace_first(text, "%s", CGI->spellh->objects[sc->id]->name); //spell name
|
|
boost::algorithm::replace_first(text, "%s", curInt->cb->battleGetStackByID(*sc->affectedCres.begin(), false)->getCreature()->namePl ); //target
|
|
}
|
|
else
|
|
{
|
|
bool plural = false; //add singular / plural form of creature text if this is true
|
|
int textID = 0;
|
|
switch(sc->id)
|
|
{
|
|
case SpellID::STONE_GAZE:
|
|
customSpell = true;
|
|
plural = true;
|
|
textID = 558;
|
|
break;
|
|
case SpellID::POISON:
|
|
customSpell = true;
|
|
plural = true;
|
|
textID = 561;
|
|
break;
|
|
case SpellID::BIND:
|
|
customSpell = true;
|
|
text = CGI->generaltexth->allTexts[560];
|
|
boost::algorithm::replace_first(text, "%s", curInt->cb->battleGetStackByID(*sc->affectedCres.begin(), false)->getCreature()->namePl );
|
|
break; //Roots and vines bind the %s to the ground!
|
|
case SpellID::DISEASE:
|
|
customSpell = true;
|
|
plural = true;
|
|
textID = 553;
|
|
break;
|
|
case SpellID::PARALYZE:
|
|
customSpell = true;
|
|
plural = true;
|
|
textID = 563;
|
|
break;
|
|
case SpellID::AGE:
|
|
{
|
|
customSpell = true;
|
|
if (curInt->cb->battleGetStackByID(*sc->affectedCres.begin())->count > 1)
|
|
{
|
|
text = CGI->generaltexth->allTexts[552];
|
|
boost::algorithm::replace_first(text, "%s", curInt->cb->battleGetStackByID(*sc->affectedCres.begin())->type->namePl);
|
|
}
|
|
else
|
|
{
|
|
text = CGI->generaltexth->allTexts[551];
|
|
boost::algorithm::replace_first(text, "%s", curInt->cb->battleGetStackByID(*sc->affectedCres.begin())->type->nameSing);
|
|
}
|
|
//The %s shrivel with age, and lose %d hit points."
|
|
TBonusListPtr bl = curInt->cb->battleGetStackByID(*sc->affectedCres.begin(), false)->getBonuses(Selector::type(Bonus::STACK_HEALTH));
|
|
bl->remove_if(Selector::source(Bonus::SPELL_EFFECT, 75));
|
|
boost::algorithm::replace_first(text, "%d", boost::lexical_cast<std::string>(bl->totalValue()/2));
|
|
}
|
|
break;
|
|
case SpellID::THUNDERBOLT:
|
|
text = CGI->generaltexth->allTexts[367];
|
|
boost::algorithm::replace_first(text, "%s", curInt->cb->battleGetStackByID(*sc->affectedCres.begin())->type->namePl);
|
|
console->addText(text);
|
|
text = CGI->generaltexth->allTexts[343].substr(1, CGI->generaltexth->allTexts[343].size() - 1); //Does %d points of damage.
|
|
boost::algorithm::replace_first(text, "%d", boost::lexical_cast<std::string>(sc->dmgToDisplay)); //no more text afterwards
|
|
console->addText(text);
|
|
customSpell = true;
|
|
text = ""; //yeah, it's a terrible mess
|
|
break;
|
|
case SpellID::DISPEL_HELPFUL_SPELLS:
|
|
text = CGI->generaltexth->allTexts[555];
|
|
boost::algorithm::replace_first(text, "%s", curInt->cb->battleGetStackByID(*sc->affectedCres.begin())->type->namePl);
|
|
customSpell = true;
|
|
break;
|
|
case SpellID::DEATH_STARE:
|
|
customSpell = true;
|
|
if (sc->dmgToDisplay)
|
|
{
|
|
if (sc->dmgToDisplay > 1)
|
|
{
|
|
text = CGI->generaltexth->allTexts[119]; //%d %s die under the terrible gaze of the %s.
|
|
boost::algorithm::replace_first(text, "%d", boost::lexical_cast<std::string>(sc->dmgToDisplay));
|
|
boost::algorithm::replace_first(text, "%s", curInt->cb->battleGetStackByID(*sc->affectedCres.begin(), false)->getCreature()->namePl );
|
|
}
|
|
else
|
|
{
|
|
text = CGI->generaltexth->allTexts[118]; //One %s dies under the terrible gaze of the %s.
|
|
boost::algorithm::replace_first(text, "%s", curInt->cb->battleGetStackByID(*sc->affectedCres.begin())->type->nameSing);
|
|
}
|
|
boost::algorithm::replace_first(text, "%s", CGI->creh->creatures[sc->attackerType]->namePl); //casting stack
|
|
}
|
|
else
|
|
text = "";
|
|
break;
|
|
default:
|
|
text = CGI->generaltexth->allTexts[565]; //The %s casts %s
|
|
if(auto castingCreature = vstd::atOrDefault(CGI->creh->creatures, sc->attackerType, nullptr))
|
|
boost::algorithm::replace_first(text, "%s", castingCreature->namePl); //casting stack
|
|
else
|
|
boost::algorithm::replace_first(text, "%s", "@Unknown caster@"); //should not happen
|
|
}
|
|
if (plural)
|
|
{
|
|
if (curInt->cb->battleGetStackByID(*sc->affectedCres.begin())->count > 1)
|
|
{
|
|
text = CGI->generaltexth->allTexts[textID + 1];
|
|
boost::algorithm::replace_first(text, "%s", curInt->cb->battleGetStackByID(*sc->affectedCres.begin())->getName());
|
|
}
|
|
else
|
|
{
|
|
text = CGI->generaltexth->allTexts[textID];
|
|
boost::algorithm::replace_first(text, "%s", curInt->cb->battleGetStackByID(*sc->affectedCres.begin())->getName());
|
|
}
|
|
}
|
|
}
|
|
if (!customSpell && !sc->dmgToDisplay)
|
|
boost::algorithm::replace_first(text, "%s", CGI->spellh->objects[sc->id]->name); //simple spell name
|
|
if (text.size())
|
|
console->addText(text);
|
|
}
|
|
else
|
|
{
|
|
std::string text = CGI->generaltexth->allTexts[196];
|
|
if(sc->castedByHero)
|
|
{
|
|
boost::algorithm::replace_first(text, "%s", curInt->cb->battleGetHeroInfo(sc->side).name);
|
|
}
|
|
if(auto castingCreature = vstd::atOrDefault(CGI->creh->creatures, sc->attackerType, nullptr))
|
|
{
|
|
boost::algorithm::replace_first(text, "%s", castingCreature->namePl); //creature caster
|
|
}
|
|
else
|
|
{
|
|
//TODO artifacts that cast spell; scripts some day
|
|
boost::algorithm::replace_first(text, "%s", "Something");
|
|
}
|
|
boost::algorithm::replace_first(text, "%s", CGI->spellh->objects[sc->id]->name);
|
|
console->addText(text);
|
|
}
|
|
if(sc->dmgToDisplay && !customSpell)
|
|
{
|
|
std::string dmgInfo = CGI->generaltexth->allTexts[376];
|
|
boost::algorithm::replace_first(dmgInfo, "%s", CGI->spellh->objects[sc->id]->name); //simple spell name
|
|
boost::algorithm::replace_first(dmgInfo, "%d", boost::lexical_cast<std::string>(sc->dmgToDisplay));
|
|
console->addText(dmgInfo); //todo: casualties (?)
|
|
}
|
|
waitForAnims();
|
|
//mana absorption
|
|
if (sc->manaGained)
|
|
{
|
|
Point leftHero = Point(15, 30) + pos;
|
|
Point rightHero = Point(755, 30) + pos;
|
|
addNewAnim(new CSpellEffectAnimation(this, sc->side ? "SP07_A.DEF" : "SP07_B.DEF", leftHero.x, leftHero.y, 0, 0, false));
|
|
addNewAnim(new CSpellEffectAnimation(this, sc->side ? "SP07_B.DEF" : "SP07_A.DEF", rightHero.x, rightHero.y, 0, 0, false));
|
|
}
|
|
}
|
|
|
|
void CBattleInterface::battleStacksEffectsSet(const SetStackEffect & sse)
|
|
{
|
|
int effID = sse.effect.back().sid;
|
|
if(effID != -1) //can be -1 for defensive stance effect
|
|
{
|
|
for(auto & elem : sse.stacks)
|
|
{
|
|
bool areaEffect(CGI->spellh->objects[effID]->getTargetType() == CSpell::ETargetType::NO_TARGET);
|
|
displayEffect(CGI->spellh->objects[effID]->mainEffectAnim, curInt->cb->battleGetStackByID(elem)->position, areaEffect);
|
|
}
|
|
}
|
|
else if (sse.stacks.size() == 1 && sse.effect.size() == 2)
|
|
{
|
|
const Bonus & bns = sse.effect.front();
|
|
if (bns.source == Bonus::OTHER && bns.type == Bonus::PRIMARY_SKILL)
|
|
{
|
|
//defensive stance
|
|
const CStack * stack = LOCPLINT->cb->battleGetStackByID(*sse.stacks.begin());
|
|
int txtid = 120;
|
|
|
|
if(stack->count != 1)
|
|
txtid++; //move to plural text
|
|
|
|
char txt[4000];
|
|
BonusList defenseBonuses = *(stack->getBonuses(Selector::typeSubtype(Bonus::PRIMARY_SKILL, PrimarySkill::DEFENSE)));
|
|
defenseBonuses.remove_if(Selector::durationType(Bonus::STACK_GETS_TURN)); //remove bonuses gained from defensive stance
|
|
int val = stack->Defense() - defenseBonuses.totalValue();
|
|
sprintf(txt, CGI->generaltexth->allTexts[txtid].c_str(), (stack->count != 1) ? stack->getCreature()->namePl.c_str() : stack->getCreature()->nameSing.c_str(), val);
|
|
console->addText(txt);
|
|
}
|
|
}
|
|
|
|
if (activeStack != nullptr) //it can be -1 when a creature casts effect
|
|
{
|
|
redrawBackgroundWithHexes(activeStack);
|
|
}
|
|
}
|
|
|
|
void CBattleInterface::castThisSpell(int spellID)
|
|
{
|
|
auto ba = new BattleAction;
|
|
ba->actionType = Battle::HERO_SPELL;
|
|
ba->additionalInfo = spellID; //spell number
|
|
ba->destinationTile = -1;
|
|
ba->stackNumber = (attackingHeroInstance->tempOwner == curInt->playerID) ? -1 : -2;
|
|
ba->side = defendingHeroInstance ? (curInt->playerID == defendingHeroInstance->tempOwner) : false;
|
|
spellToCast = ba;
|
|
spellDestSelectMode = true;
|
|
|
|
//choosing possible tragets
|
|
const CGHeroInstance * castingHero = (attackingHeroInstance->tempOwner == curInt->playerID) ? attackingHeroInstance : defendingHeroInstance;
|
|
assert(castingHero); // code below assumes non-null hero
|
|
sp = CGI->spellh->objects[spellID];
|
|
spellSelMode = ANY_LOCATION;
|
|
|
|
const CSpell::TargetInfo ti = sp->getTargetInfo(castingHero->getSpellSchoolLevel(sp));
|
|
|
|
if(ti.massive)
|
|
spellSelMode = NO_LOCATION;
|
|
else if(ti.type == CSpell::CREATURE)
|
|
{
|
|
if(ti.smart)
|
|
spellSelMode = selectionTypeByPositiveness(*sp);
|
|
else
|
|
spellSelMode = ANY_CREATURE;
|
|
}
|
|
else if(ti.type == CSpell::OBSTACLE)
|
|
{
|
|
spellSelMode = OBSTACLE;
|
|
}
|
|
//todo: move to JSON config
|
|
if(spellID == SpellID::FIRE_WALL || spellID == SpellID::FORCE_FIELD)
|
|
{
|
|
spellSelMode = FREE_LOCATION;
|
|
}
|
|
|
|
if (spellSelMode == NO_LOCATION) //user does not have to select location
|
|
{
|
|
spellToCast->destinationTile = -1;
|
|
curInt->cb->battleMakeAction(spellToCast);
|
|
endCastingSpell();
|
|
}
|
|
else
|
|
{
|
|
possibleActions.clear();
|
|
possibleActions.push_back (spellSelMode); //only this one action can be performed at the moment
|
|
GH.fakeMouseMove();//update cursor
|
|
}
|
|
}
|
|
|
|
void CBattleInterface::displayEffect(ui32 effect, int destTile, bool areaEffect)
|
|
{
|
|
addNewAnim(new CSpellEffectAnimation(this, effect, destTile, 0, 0, false, areaEffect));
|
|
}
|
|
|
|
void CBattleInterface::battleTriggerEffect(const BattleTriggerEffect & bte)
|
|
{
|
|
const CStack * stack = curInt->cb->battleGetStackByID(bte.stackID);
|
|
//don't show animation when no HP is regenerated
|
|
switch (bte.effect)
|
|
{
|
|
case Bonus::HP_REGENERATION:
|
|
displayEffect(74, stack->position);
|
|
CCS->soundh->playSound(soundBase::REGENER);
|
|
break;
|
|
case Bonus::MANA_DRAIN:
|
|
displayEffect(77, stack->position);
|
|
CCS->soundh->playSound(soundBase::MANADRAI);
|
|
break;
|
|
case Bonus::POISON:
|
|
displayEffect(67, stack->position);
|
|
CCS->soundh->playSound(soundBase::POISON);
|
|
break;
|
|
case Bonus::FEAR:
|
|
displayEffect(15, stack->position);
|
|
CCS->soundh->playSound(soundBase::FEAR);
|
|
break;
|
|
case Bonus::MORALE:
|
|
{
|
|
std::string hlp = CGI->generaltexth->allTexts[33];
|
|
boost::algorithm::replace_first(hlp,"%s",(stack->getName()));
|
|
displayEffect(20,stack->position);
|
|
CCS->soundh->playSound(soundBase::GOODMRLE);
|
|
console->addText(hlp);
|
|
break;
|
|
}
|
|
default:
|
|
return;
|
|
}
|
|
//waitForAnims(); //fixme: freezes game :?
|
|
}
|
|
|
|
void CBattleInterface::setAnimSpeed(int set)
|
|
{
|
|
Settings speed = settings.write["battle"]["animationSpeed"];
|
|
speed->Float() = float(set) / 100;
|
|
}
|
|
|
|
int CBattleInterface::getAnimSpeed() const
|
|
{
|
|
return vstd::round(settings["battle"]["animationSpeed"].Float() * 100);
|
|
}
|
|
|
|
CPlayerInterface * CBattleInterface::getCurrentPlayerInterface() const
|
|
{
|
|
return curInt.get();
|
|
}
|
|
|
|
void CBattleInterface::setActiveStack(const CStack * stack)
|
|
{
|
|
if (activeStack) // update UI
|
|
creAnims[activeStack->ID]->setBorderColor(AnimationControls::getNoBorder());
|
|
|
|
activeStack = stack;
|
|
|
|
if (activeStack) // update UI
|
|
creAnims[activeStack->ID]->setBorderColor(AnimationControls::getGoldBorder());
|
|
|
|
blockUI(activeStack == nullptr);
|
|
}
|
|
|
|
void CBattleInterface::setHoveredStack(const CStack * stack)
|
|
{
|
|
if (mouseHoveredStack)
|
|
creAnims[mouseHoveredStack->ID]->setBorderColor(AnimationControls::getNoBorder());
|
|
|
|
// stack must be alive and not active (which uses gold border instead)
|
|
if (stack && stack->alive() && stack != activeStack)
|
|
{
|
|
mouseHoveredStack = stack;
|
|
|
|
if (mouseHoveredStack)
|
|
{
|
|
creAnims[mouseHoveredStack->ID]->setBorderColor(AnimationControls::getBlueBorder());
|
|
if (creAnims[mouseHoveredStack->ID]->framesInGroup(CCreatureAnim::MOUSEON) > 0)
|
|
creAnims[mouseHoveredStack->ID]->playOnce(CCreatureAnim::MOUSEON);
|
|
}
|
|
}
|
|
else
|
|
mouseHoveredStack = nullptr;
|
|
}
|
|
|
|
void CBattleInterface::activateStack()
|
|
{
|
|
myTurn = true;
|
|
if(!!attackerInt && defenderInt) //hotseat -> need to pick which interface "takes over" as active
|
|
curInt = attackerInt->playerID == stackToActivate->owner ? attackerInt : defenderInt;
|
|
|
|
setActiveStack(stackToActivate);
|
|
stackToActivate = nullptr;
|
|
const CStack *s = activeStack;
|
|
|
|
queue->update();
|
|
redrawBackgroundWithHexes(activeStack);
|
|
|
|
//set casting flag to true if creature can use it to not check it every time
|
|
const Bonus *spellcaster = s->getBonusLocalFirst(Selector::type(Bonus::SPELLCASTER)),
|
|
*randomSpellcaster = s->getBonusLocalFirst(Selector::type(Bonus::RANDOM_SPELLCASTER));
|
|
if (s->casts && (spellcaster || randomSpellcaster))
|
|
{
|
|
stackCanCastSpell = true;
|
|
if(randomSpellcaster)
|
|
creatureSpellToCast = -1; //spell will be set later on cast
|
|
|
|
creatureSpellToCast = curInt->cb->battleGetRandomStackSpell(s, CBattleInfoCallback::RANDOM_AIMED); //faerie dragon can cast only one spell until their next move
|
|
//TODO: what if creature can cast BOTH random genie spell and aimed spell?
|
|
}
|
|
else
|
|
{
|
|
stackCanCastSpell = false;
|
|
creatureSpellToCast = -1;
|
|
}
|
|
|
|
getPossibleActionsForStack (s);
|
|
|
|
GH.fakeMouseMove();
|
|
}
|
|
|
|
void CBattleInterface::endCastingSpell()
|
|
{
|
|
assert(spellDestSelectMode);
|
|
|
|
delete spellToCast;
|
|
spellToCast = nullptr;
|
|
sp = nullptr;
|
|
spellDestSelectMode = false;
|
|
CCS->curh->changeGraphic(ECursor::COMBAT, ECursor::COMBAT_POINTER);
|
|
|
|
if (activeStack)
|
|
{
|
|
getPossibleActionsForStack (activeStack); //restore actions after they were cleared
|
|
myTurn = true;
|
|
}
|
|
}
|
|
|
|
void CBattleInterface::getPossibleActionsForStack(const CStack * stack)
|
|
{
|
|
possibleActions.clear();
|
|
if (tacticsMode)
|
|
{
|
|
possibleActions += MOVE_TACTICS, CHOOSE_TACTICS_STACK;
|
|
}
|
|
else
|
|
{
|
|
//first action will be prioritized over later ones
|
|
if (stack->casts) //TODO: check for battlefield effects that prevent casting?
|
|
{
|
|
if (stack->hasBonusOfType (Bonus::SPELLCASTER))
|
|
{
|
|
//TODO: poll possible spells
|
|
const CSpell * spell;
|
|
BonusList spellBonuses = *stack->getBonuses (Selector::type(Bonus::SPELLCASTER));
|
|
for (Bonus * spellBonus : spellBonuses)
|
|
{
|
|
spell = CGI->spellh->objects[spellBonus->subtype];
|
|
switch (spellBonus->subtype)
|
|
{
|
|
case SpellID::REMOVE_OBSTACLE:
|
|
possibleActions.push_back (OBSTACLE);
|
|
break;
|
|
default:
|
|
possibleActions.push_back (selectionTypeByPositiveness (*spell));
|
|
break;
|
|
}
|
|
|
|
}
|
|
std::sort(possibleActions.begin(), possibleActions.end());
|
|
auto it = std::unique (possibleActions.begin(), possibleActions.end());
|
|
possibleActions.erase (it, possibleActions.end());
|
|
}
|
|
if (stack->hasBonusOfType (Bonus::RANDOM_SPELLCASTER))
|
|
possibleActions.push_back (RANDOM_GENIE_SPELL);
|
|
if (stack->hasBonusOfType (Bonus::DAEMON_SUMMONING))
|
|
possibleActions.push_back (RISE_DEMONS);
|
|
}
|
|
if (stack->shots && stack->hasBonusOfType (Bonus::SHOOTER))
|
|
possibleActions.push_back (SHOOT);
|
|
if (stack->hasBonusOfType (Bonus::RETURN_AFTER_STRIKE))
|
|
possibleActions.push_back (ATTACK_AND_RETURN);
|
|
|
|
possibleActions.push_back(ATTACK); //all active stacks can attack
|
|
possibleActions.push_back(WALK_AND_ATTACK); //not all stacks can always walk, but we will check this elsewhere
|
|
|
|
if (stack->canMove() && stack->Speed()) //probably no reason to try move war machines or bound stacks
|
|
possibleActions.push_back (MOVE_STACK); //all active stacks can attack
|
|
|
|
if (siegeH && stack->hasBonusOfType (Bonus::CATAPULT)) //TODO: check shots
|
|
possibleActions.push_back (CATAPULT);
|
|
if (stack->hasBonusOfType (Bonus::HEALER))
|
|
possibleActions.push_back (HEAL);
|
|
}
|
|
}
|
|
|
|
void CBattleInterface::printConsoleAttacked( const CStack * defender, int dmg, int killed, const CStack * attacker, bool multiple )
|
|
{
|
|
char tabh[200] = {0};
|
|
int end = 0;
|
|
if (attacker) //ignore if stacks were killed by spell
|
|
{
|
|
end = sprintf(tabh, CGI->generaltexth->allTexts[attacker->count > 1 ? 377 : 376].c_str(),
|
|
(attacker->count > 1 ? attacker->getCreature()->namePl.c_str() : attacker->getCreature()->nameSing.c_str()), dmg);
|
|
}
|
|
if(killed > 0)
|
|
{
|
|
if(killed > 1)
|
|
{
|
|
sprintf(tabh + end, CGI->generaltexth->allTexts[379].c_str(), killed,
|
|
multiple ? CGI->generaltexth->allTexts[43].c_str() : defender->getCreature()->namePl.c_str()); // creatures perish
|
|
}
|
|
else //killed == 1
|
|
{
|
|
sprintf(tabh + end, CGI->generaltexth->allTexts[378].c_str(),
|
|
multiple ? CGI->generaltexth->allTexts[42].c_str() : defender->getCreature()->nameSing.c_str()); // creature perishes
|
|
}
|
|
}
|
|
|
|
console->addText(std::string(tabh));
|
|
}
|
|
|
|
|
|
|
|
void CBattleInterface::endAction(const BattleAction* action)
|
|
{
|
|
const CStack * stack = curInt->cb->battleGetStackByID(action->stackNumber);
|
|
|
|
if(action->actionType == Battle::HERO_SPELL)
|
|
{
|
|
if(action->side)
|
|
defendingHero->setPhase(0);
|
|
else
|
|
attackingHero->setPhase(0);
|
|
}
|
|
|
|
if(stack && action->actionType == Battle::WALK &&
|
|
!creAnims[action->stackNumber]->isIdle()) //walk or walk & attack
|
|
{
|
|
pendingAnims.push_back(std::make_pair(new CMovementEndAnimation(this, stack, action->destinationTile), false));
|
|
}
|
|
|
|
//check if we should reverse stacks
|
|
//for some strange reason, it's not enough
|
|
TStacks stacks = curInt->cb->battleGetStacks(CBattleCallback::MINE_AND_ENEMY);
|
|
|
|
for(const CStack *s : stacks)
|
|
{
|
|
if(s && creDir[s->ID] != bool(s->attackerOwned) && s->alive()
|
|
&& creAnims[s->ID]->isIdle())
|
|
{
|
|
addNewAnim(new CReverseAnimation(this, s, s->position, false));
|
|
}
|
|
}
|
|
|
|
queue->update();
|
|
|
|
if(tacticsMode) //stack ended movement in tactics phase -> select the next one
|
|
bTacticNextStack(stack);
|
|
|
|
if( action->actionType == Battle::HERO_SPELL) //we have activated next stack after sending request that has been just realized -> blockmap due to movement has changed
|
|
redrawBackgroundWithHexes(activeStack);
|
|
|
|
if(activeStack && !animsAreDisplayed.get() && pendingAnims.empty() && !active)
|
|
{
|
|
logGlobal->warnStream() << "Something wrong... interface was deactivated but there is no animation. Reactivating...";
|
|
blockUI(false);
|
|
}
|
|
else
|
|
{
|
|
// block UI if no active stack (e.g. enemy turn);
|
|
blockUI(activeStack == nullptr);
|
|
}
|
|
}
|
|
|
|
void CBattleInterface::hideQueue()
|
|
{
|
|
Settings showQueue = settings.write["battle"]["showQueue"];
|
|
showQueue->Bool() = false;
|
|
|
|
queue->deactivate();
|
|
|
|
if(!queue->embedded)
|
|
{
|
|
moveBy(Point(0, -queue->pos.h / 2));
|
|
GH.totalRedraw();
|
|
}
|
|
}
|
|
|
|
void CBattleInterface::showQueue()
|
|
{
|
|
Settings showQueue = settings.write["battle"]["showQueue"];
|
|
showQueue->Bool() = true;
|
|
|
|
queue->activate();
|
|
|
|
if(!queue->embedded)
|
|
{
|
|
moveBy(Point(0, +queue->pos.h / 2));
|
|
GH.totalRedraw();
|
|
}
|
|
}
|
|
|
|
void CBattleInterface::blockUI(bool on)
|
|
{
|
|
ESpellCastProblem::ESpellCastProblem spellcastingProblem;
|
|
bool canCastSpells = curInt->cb->battleCanCastSpell(&spellcastingProblem);
|
|
bool canWait = activeStack ? !activeStack->waited() : false;
|
|
|
|
bOptions->block(on);
|
|
bFlee->block(on || !curInt->cb->battleCanFlee());
|
|
bSurrender->block(on || curInt->cb->battleGetSurrenderCost() < 0);
|
|
|
|
// block only if during enemy turn and auto-fight is off
|
|
// othervice - crash on accessing non-exisiting active stack
|
|
bAutofight->block(!curInt->isAutoFightOn && !activeStack);
|
|
|
|
if(tacticsMode && btactEnd && btactNext)
|
|
{
|
|
btactNext->block(on);
|
|
btactEnd->block(on);
|
|
}
|
|
else
|
|
{
|
|
bConsoleUp->block(on);
|
|
bConsoleDown->block(on);
|
|
}
|
|
|
|
//if magic is blocked, we leave button active, so the message can be displayed (cf bug #97)
|
|
bSpell->block(on || (!canCastSpells && spellcastingProblem != ESpellCastProblem::MAGIC_IS_BLOCKED));
|
|
bWait->block(on || tacticsMode || !canWait);
|
|
bDefence->block(on || tacticsMode);
|
|
}
|
|
|
|
void CBattleInterface::startAction(const BattleAction* action)
|
|
{
|
|
//setActiveStack(nullptr);
|
|
setHoveredStack(nullptr);
|
|
blockUI(true);
|
|
|
|
if(action->actionType == Battle::END_TACTIC_PHASE)
|
|
{
|
|
SDL_FreeSurface(menu);
|
|
menu = BitmapHandler::loadBitmap("CBAR.bmp");
|
|
|
|
graphics->blueToPlayersAdv(menu, curInt->playerID);
|
|
return;
|
|
}
|
|
|
|
const CStack *stack = curInt->cb->battleGetStackByID(action->stackNumber);
|
|
|
|
if(stack)
|
|
{
|
|
queue->update();
|
|
}
|
|
else
|
|
{
|
|
assert(action->actionType == Battle::HERO_SPELL); //only cast spell is valid action without acting stack number
|
|
}
|
|
|
|
if(action->actionType == Battle::WALK
|
|
|| (action->actionType == Battle::WALK_AND_ATTACK && action->destinationTile != stack->position))
|
|
{
|
|
assert(stack);
|
|
moveStarted = true;
|
|
if(creAnims[action->stackNumber]->framesInGroup(CCreatureAnim::MOVE_START))
|
|
{
|
|
pendingAnims.push_back(std::make_pair(new CMovementStartAnimation(this, stack), false));
|
|
}
|
|
}
|
|
|
|
redraw(); // redraw after deactivation, including proper handling of hovered hexes
|
|
|
|
if (action->actionType == Battle::HERO_SPELL) //when hero casts spell
|
|
{
|
|
if(action->side)
|
|
defendingHero->setPhase(4);
|
|
else
|
|
attackingHero->setPhase(4);
|
|
return;
|
|
}
|
|
if(!stack)
|
|
{
|
|
logGlobal->errorStream()<<"Something wrong with stackNumber in actionStarted. Stack number: "<<action->stackNumber;
|
|
return;
|
|
}
|
|
|
|
int txtid = 0;
|
|
switch(action->actionType)
|
|
{
|
|
case Battle::WAIT:
|
|
txtid = 136;
|
|
break;
|
|
case Battle::BAD_MORALE:
|
|
txtid = -34; //negative -> no separate singular/plural form
|
|
displayEffect(30,stack->position);
|
|
CCS->soundh->playSound(soundBase::BADMRLE);
|
|
break;
|
|
}
|
|
|
|
if(txtid > 0 && stack->count != 1)
|
|
txtid++; //move to plural text
|
|
else if(txtid < 0)
|
|
txtid = -txtid;
|
|
|
|
if(txtid)
|
|
{
|
|
std::string name = (stack->count != 1) ? stack->getCreature()->namePl.c_str() : stack->getCreature()->nameSing.c_str();
|
|
console->addText((boost::format(CGI->generaltexth->allTexts[txtid].c_str()) % name).str());
|
|
}
|
|
|
|
//displaying special abilities
|
|
switch (action->actionType)
|
|
{
|
|
case Battle::STACK_HEAL:
|
|
displayEffect(74, action->destinationTile);
|
|
CCS->soundh->playSound(soundBase::REGENER);
|
|
break;
|
|
}
|
|
}
|
|
|
|
void CBattleInterface::waitForAnims()
|
|
{
|
|
auto unlockPim = vstd::makeUnlockGuard(*LOCPLINT->pim);
|
|
animsAreDisplayed.waitWhileTrue();
|
|
}
|
|
|
|
void CBattleInterface::bEndTacticPhase()
|
|
{
|
|
setActiveStack(nullptr);
|
|
blockUI(true);
|
|
tacticsMode = false;
|
|
}
|
|
|
|
static bool immobile(const CStack *s)
|
|
{
|
|
return !s->Speed(0, true); //should bound stacks be immobile?
|
|
}
|
|
|
|
void CBattleInterface::bTacticNextStack(const CStack *current /*= nullptr*/)
|
|
{
|
|
if(!current)
|
|
current = activeStack;
|
|
|
|
//no switching stacks when the current one is moving
|
|
waitForAnims();
|
|
|
|
TStacks stacksOfMine = tacticianInterface->cb->battleGetStacks(CBattleCallback::ONLY_MINE);
|
|
stacksOfMine.erase(std::remove_if(stacksOfMine.begin(), stacksOfMine.end(), &immobile), stacksOfMine.end());
|
|
auto it = vstd::find(stacksOfMine, current);
|
|
if(it != stacksOfMine.end() && ++it != stacksOfMine.end())
|
|
stackActivated(*it);
|
|
else
|
|
stackActivated(stacksOfMine.front());
|
|
|
|
}
|
|
|
|
CBattleInterface::PossibleActions CBattleInterface::selectionTypeByPositiveness(const CSpell & spell)
|
|
{
|
|
switch(spell.positiveness)
|
|
{
|
|
case CSpell::NEGATIVE :
|
|
return HOSTILE_CREATURE_SPELL;
|
|
case CSpell::NEUTRAL:
|
|
return ANY_CREATURE;
|
|
case CSpell::POSITIVE:
|
|
return FRIENDLY_CREATURE_SPELL;
|
|
}
|
|
assert(0);
|
|
return NO_LOCATION; //should never happen
|
|
}
|
|
|
|
std::string formatDmgRange(std::pair<ui32, ui32> dmgRange)
|
|
{
|
|
if(dmgRange.first != dmgRange.second)
|
|
return (boost::format("%d - %d") % dmgRange.first % dmgRange.second).str();
|
|
else
|
|
return (boost::format("%d") % dmgRange.first).str();
|
|
}
|
|
|
|
bool CBattleInterface::canStackMoveHere (const CStack * activeStack, BattleHex myNumber)
|
|
{
|
|
std::vector<BattleHex> acc = curInt->cb->battleGetAvailableHexes (activeStack, false);
|
|
int shiftedDest = myNumber + (activeStack->attackerOwned ? 1 : -1);
|
|
|
|
if (vstd::contains(acc, myNumber))
|
|
return true;
|
|
else if (activeStack->doubleWide() && vstd::contains(acc, shiftedDest))
|
|
return true;
|
|
else
|
|
return false;
|
|
}
|
|
|
|
void CBattleInterface::handleHex(BattleHex myNumber, int eventType)
|
|
{
|
|
if(!myTurn) //we are not permit to do anything
|
|
return;
|
|
|
|
// This function handles mouse move over hexes and l-clicking on them.
|
|
// First we decide what happens if player clicks on this hex and set appropriately
|
|
// consoleMsg, cursorFrame/Type and prepare lambda realizeAction.
|
|
//
|
|
// Then, depending whether it was hover/click we either call the action or set tooltip/cursor.
|
|
|
|
//used when hovering -> tooltip message and cursor to be set
|
|
std::string consoleMsg;
|
|
bool setCursor = true; //if we want to suppress setting cursor
|
|
ECursor::ECursorTypes cursorType = ECursor::COMBAT;
|
|
int cursorFrame = ECursor::COMBAT_POINTER; //TODO: is this line used?
|
|
|
|
//used when l-clicking -> action to be called upon the click
|
|
std::function<void()> realizeAction;
|
|
|
|
const CStack * const sactive = activeStack;
|
|
//Get stack on the hex - first try to grab the alive one, if not found -> allow dead stacks.
|
|
const CStack *shere = curInt->cb->battleGetStackByPos(myNumber, true);
|
|
if(!shere)
|
|
shere = curInt->cb->battleGetStackByPos(myNumber, false);
|
|
|
|
if (!sactive)
|
|
return;
|
|
|
|
bool ourStack = false;
|
|
if (shere)
|
|
ourStack = shere->owner == curInt->playerID;
|
|
|
|
//stack changed, update selection border
|
|
if (shere != mouseHoveredStack)
|
|
{
|
|
setHoveredStack(shere);
|
|
}
|
|
|
|
localActions.clear();
|
|
illegalActions.clear();
|
|
|
|
for (PossibleActions action : possibleActions)
|
|
{
|
|
bool legalAction = false; //this action is legal and can be performed
|
|
bool notLegal = false; //this action is not legal and should display message
|
|
|
|
switch (action)
|
|
{
|
|
case CHOOSE_TACTICS_STACK:
|
|
if (shere && ourStack)
|
|
legalAction = true;
|
|
break;
|
|
case MOVE_TACTICS:
|
|
case MOVE_STACK:
|
|
{
|
|
if (!(shere && shere->alive())) //we can walk on dead stacks
|
|
{
|
|
if (canStackMoveHere (sactive, myNumber))
|
|
legalAction = true;
|
|
}
|
|
break;
|
|
}
|
|
case ATTACK:
|
|
case WALK_AND_ATTACK:
|
|
case ATTACK_AND_RETURN:
|
|
{
|
|
if (shere && !ourStack && shere->alive())
|
|
{
|
|
if (isTileAttackable(myNumber))
|
|
{
|
|
setBattleCursor(myNumber); // temporary - needed for following function :(
|
|
BattleHex attackFromHex = fromWhichHexAttack(myNumber);
|
|
|
|
if (attackFromHex >= 0) //we can be in this line when unreachable creature is L - clicked (as of revision 1308)
|
|
legalAction = true;
|
|
}
|
|
}
|
|
}
|
|
break;
|
|
case SHOOT:
|
|
if(curInt->cb->battleCanShoot (activeStack, myNumber))
|
|
legalAction = true;
|
|
break;
|
|
case ANY_LOCATION:
|
|
if (myNumber > -1) //TODO: this should be checked for all actions
|
|
{
|
|
creatureCasting = stackCanCastSpell && !spellDestSelectMode; //as isCastingPossibleHere is not called
|
|
legalAction = true;
|
|
}
|
|
break;
|
|
case HOSTILE_CREATURE_SPELL:
|
|
if (shere && shere->alive() && !ourStack && isCastingPossibleHere (sactive, shere, myNumber))
|
|
legalAction = true;
|
|
break;
|
|
case FRIENDLY_CREATURE_SPELL:
|
|
{
|
|
if (isCastingPossibleHere (sactive, shere, myNumber)) //need to be called before sp is determined
|
|
{
|
|
bool rise = false; //TODO: can you imagine rising hostile creatures?
|
|
sp = CGI->spellh->objects[creatureCasting ? creatureSpellToCast : spellToCast->additionalInfo];
|
|
if (sp && sp->isRisingSpell())
|
|
rise = true;
|
|
if (shere && (shere->alive() || rise) && ourStack)
|
|
legalAction = true;
|
|
}
|
|
break;
|
|
}
|
|
case RANDOM_GENIE_SPELL:
|
|
{
|
|
if (shere && ourStack && shere != sactive) //only positive spells for other allied creatures
|
|
{
|
|
int spellID = curInt->cb->battleGetRandomStackSpell(shere, CBattleInfoCallback::RANDOM_GENIE);
|
|
if (spellID > -1)
|
|
{
|
|
legalAction = true;
|
|
}
|
|
}
|
|
}
|
|
break;
|
|
case OBSTACLE:
|
|
if (isCastingPossibleHere (sactive, shere, myNumber))
|
|
legalAction = true;
|
|
break;
|
|
case TELEPORT:
|
|
{
|
|
ui8 skill = 0;
|
|
if (creatureCasting)
|
|
skill = sactive->valOfBonuses(Selector::typeSubtype(Bonus::SPELLCASTER, SpellID::TELEPORT));
|
|
else
|
|
skill = getActiveHero()->getSpellSchoolLevel (CGI->spellh->objects[spellToCast->additionalInfo]);
|
|
//TODO: explicitely save power, skill
|
|
if (curInt->cb->battleCanTeleportTo(selectedStack, myNumber, skill))
|
|
legalAction = true;
|
|
else
|
|
notLegal = true;
|
|
}
|
|
break;
|
|
case SACRIFICE: //choose our living stack to sacrifice
|
|
if (shere && shere != selectedStack && ourStack && shere->alive())
|
|
legalAction = true;
|
|
else
|
|
notLegal = true;
|
|
break;
|
|
case FREE_LOCATION:
|
|
{
|
|
ui8 side = curInt->cb->battleGetMySide();
|
|
auto hero = curInt->cb->battleGetMyHero();
|
|
assert(!creatureCasting); //we assume hero casts this spell
|
|
assert(hero);
|
|
|
|
legalAction = true;
|
|
bool hexesOutsideBattlefield = false;
|
|
auto tilesThatMustBeClear = sp->rangeInHexes(myNumber, hero->getSpellSchoolLevel(sp), side, &hexesOutsideBattlefield);
|
|
for(BattleHex hex : tilesThatMustBeClear)
|
|
{
|
|
if(curInt->cb->battleGetStackByPos(hex, false) || !!curInt->cb->battleGetObstacleOnPos(hex, false)
|
|
|| !hex.isAvailable())
|
|
{
|
|
legalAction = false;
|
|
notLegal = true;
|
|
}
|
|
}
|
|
|
|
if(hexesOutsideBattlefield)
|
|
{
|
|
legalAction = false;
|
|
notLegal = true;
|
|
}
|
|
}
|
|
break;
|
|
case CATAPULT:
|
|
if (isCatapultAttackable(myNumber))
|
|
legalAction = true;
|
|
break;
|
|
case HEAL:
|
|
if (shere && ourStack && shere->canBeHealed())
|
|
legalAction = true;
|
|
break;
|
|
case RISE_DEMONS:
|
|
if (shere && ourStack && !shere->alive())
|
|
legalAction = true;
|
|
break;
|
|
}
|
|
if (legalAction)
|
|
localActions.push_back (action);
|
|
else if (notLegal)
|
|
illegalActions.push_back (action);
|
|
}
|
|
illegalAction = INVALID; //clear it in first place
|
|
|
|
if (vstd::contains(localActions, selectedAction)) //try to use last selected action by default
|
|
currentAction = selectedAction;
|
|
else if (localActions.size()) //if not possible, select first available action 9they are sorted by suggested priority)
|
|
currentAction = localActions.front();
|
|
else //no legal action possible
|
|
{
|
|
currentAction = INVALID; //don't allow to do anything
|
|
|
|
if (vstd::contains(illegalActions, selectedAction))
|
|
illegalAction = selectedAction;
|
|
else if (illegalActions.size())
|
|
illegalAction = illegalActions.front();
|
|
else if (shere && ourStack && shere->alive()) //last possibility - display info about our creature
|
|
{
|
|
currentAction = CREATURE_INFO;
|
|
}
|
|
else
|
|
illegalAction = INVALID; //we should never be here
|
|
}
|
|
|
|
bool isCastingPossible = false;
|
|
bool secondaryTarget = false;
|
|
|
|
if (currentAction > INVALID)
|
|
{
|
|
switch (currentAction) //display console message, realize selected action
|
|
{
|
|
case CHOOSE_TACTICS_STACK:
|
|
consoleMsg = (boost::format(CGI->generaltexth->allTexts[481]) % shere->getName()).str(); //Select %s
|
|
realizeAction = [=]{ stackActivated(shere); };
|
|
break;
|
|
case MOVE_TACTICS:
|
|
case MOVE_STACK:
|
|
if (activeStack->hasBonusOfType(Bonus::FLYING))
|
|
{
|
|
cursorFrame = ECursor::COMBAT_FLY;
|
|
consoleMsg = (boost::format(CGI->generaltexth->allTexts[295]) % activeStack->getName()).str(); //Fly %s here
|
|
}
|
|
else
|
|
{
|
|
cursorFrame = ECursor::COMBAT_MOVE;
|
|
consoleMsg = (boost::format(CGI->generaltexth->allTexts[294]) % activeStack->getName()).str(); //Move %s here
|
|
}
|
|
|
|
realizeAction = [=]
|
|
{
|
|
if (activeStack->doubleWide())
|
|
{
|
|
std::vector<BattleHex> acc = curInt->cb->battleGetAvailableHexes(activeStack, false);
|
|
int shiftedDest = myNumber + (activeStack->attackerOwned ? 1 : -1);
|
|
if(vstd::contains(acc, myNumber))
|
|
giveCommand (Battle::WALK ,myNumber, activeStack->ID);
|
|
else if(vstd::contains(acc, shiftedDest))
|
|
giveCommand (Battle::WALK, shiftedDest, activeStack->ID);
|
|
}
|
|
else
|
|
{
|
|
giveCommand (Battle::WALK, myNumber, activeStack->ID);
|
|
}
|
|
};
|
|
break;
|
|
case ATTACK:
|
|
case WALK_AND_ATTACK:
|
|
case ATTACK_AND_RETURN: //TODO: allow to disable return
|
|
{
|
|
setBattleCursor(myNumber); //handle direction of cursor and attackable tile
|
|
setCursor = false; //don't overwrite settings from the call above //TODO: what does it mean?
|
|
realizeAction = [=]
|
|
{
|
|
BattleHex attackFromHex = fromWhichHexAttack(myNumber);
|
|
if (attackFromHex >= 0) //we can be in this line when unreachable creature is L - clicked (as of revision 1308)
|
|
{
|
|
giveCommand(Battle::WALK_AND_ATTACK, attackFromHex, activeStack->ID, myNumber);
|
|
}
|
|
};
|
|
|
|
std::string estDmgText = formatDmgRange(curInt->cb->battleEstimateDamage(sactive, shere)); //calculating estimated dmg
|
|
consoleMsg = (boost::format(CGI->generaltexth->allTexts[36]) % shere->getName() % estDmgText).str(); //Attack %s (%s damage)
|
|
}
|
|
break;
|
|
case SHOOT:
|
|
{
|
|
if(curInt->cb->battleHasShootingPenalty(activeStack, myNumber))
|
|
cursorFrame = ECursor::COMBAT_SHOOT_PENALTY;
|
|
else
|
|
cursorFrame = ECursor::COMBAT_SHOOT;
|
|
|
|
realizeAction = [=] {giveCommand(Battle::SHOOT, myNumber, activeStack->ID);};
|
|
std::string estDmgText = formatDmgRange(curInt->cb->battleEstimateDamage(sactive, shere)); //calculating estimated dmg
|
|
//printing - Shoot %s (%d shots left, %s damage)
|
|
consoleMsg = (boost::format(CGI->generaltexth->allTexts[296]) % shere->getName() % sactive->shots % estDmgText).str();
|
|
}
|
|
break;
|
|
case HOSTILE_CREATURE_SPELL:
|
|
case FRIENDLY_CREATURE_SPELL:
|
|
sp = CGI->spellh->objects[creatureCasting ? creatureSpellToCast : spellToCast->additionalInfo]; //necessary if creature has random Genie spell at same time
|
|
consoleMsg = boost::str(boost::format(CGI->generaltexth->allTexts[27]) % sp->name % shere->getName()); //Cast %s on %s
|
|
switch (sp->id)
|
|
{
|
|
case SpellID::SACRIFICE:
|
|
case SpellID::TELEPORT:
|
|
selectedStack = shere; //remember first target
|
|
secondaryTarget = true;
|
|
break;
|
|
}
|
|
isCastingPossible = true;
|
|
break;
|
|
case ANY_LOCATION:
|
|
sp = CGI->spellh->objects[creatureCasting ? creatureSpellToCast : spellToCast->additionalInfo]; //necessary if creature has random Genie spell at same time
|
|
consoleMsg = boost::str(boost::format(CGI->generaltexth->allTexts[26]) % sp->name); //Cast %s
|
|
isCastingPossible = true;
|
|
break;
|
|
case RANDOM_GENIE_SPELL: //we assume that teleport / sacrifice will never be available as random spell
|
|
sp = nullptr;
|
|
consoleMsg = boost::str(boost::format(CGI->generaltexth->allTexts[301]) % shere->getName()); //Cast a spell on %
|
|
creatureCasting = true;
|
|
isCastingPossible = true;
|
|
break;
|
|
case TELEPORT:
|
|
consoleMsg = CGI->generaltexth->allTexts[25]; //Teleport Here
|
|
cursorFrame = ECursor::COMBAT_TELEPORT;
|
|
isCastingPossible = true;
|
|
break;
|
|
case OBSTACLE:
|
|
consoleMsg = CGI->generaltexth->allTexts[550];
|
|
//TODO: remove obstacle cursor
|
|
isCastingPossible = true;
|
|
break;
|
|
case SACRIFICE:
|
|
consoleMsg = (boost::format(CGI->generaltexth->allTexts[549]) % shere->getName()).str(); //sacrifice the %s
|
|
cursorFrame = ECursor::COMBAT_SACRIFICE;
|
|
spellToCast->selectedStack = shere->ID; //sacrificed creature is selected
|
|
isCastingPossible = true;
|
|
break;
|
|
case FREE_LOCATION:
|
|
//cursorFrame = ECursor::SPELLBOOK;
|
|
consoleMsg = boost::str(boost::format(CGI->generaltexth->allTexts[26]) % sp->name); //Cast %s
|
|
isCastingPossible = true;
|
|
break;
|
|
case HEAL:
|
|
cursorFrame = ECursor::COMBAT_HEAL;
|
|
consoleMsg = (boost::format(CGI->generaltexth->allTexts[419]) % shere->getName()).str(); //Apply first aid to the %s
|
|
realizeAction = [=]{ giveCommand(Battle::STACK_HEAL, myNumber, activeStack->ID); }; //command healing
|
|
break;
|
|
case RISE_DEMONS:
|
|
cursorType = ECursor::SPELLBOOK;
|
|
realizeAction = [=]{ giveCommand(Battle::DAEMON_SUMMONING, myNumber, activeStack->ID); };
|
|
break;
|
|
case CATAPULT:
|
|
cursorFrame = ECursor::COMBAT_SHOOT_CATAPULT;
|
|
realizeAction = [=]{ giveCommand(Battle::CATAPULT, myNumber, activeStack->ID); };
|
|
break;
|
|
case CREATURE_INFO:
|
|
{
|
|
cursorFrame = ECursor::COMBAT_QUERY;
|
|
consoleMsg = (boost::format(CGI->generaltexth->allTexts[297]) % shere->getName()).str();
|
|
realizeAction = [=]{ GH.pushInt(createCreWindow(shere, true)); };
|
|
break;
|
|
}
|
|
}
|
|
}
|
|
else //no possible valid action, display message
|
|
{
|
|
switch (illegalAction)
|
|
{
|
|
case HOSTILE_CREATURE_SPELL:
|
|
case FRIENDLY_CREATURE_SPELL:
|
|
case RANDOM_GENIE_SPELL:
|
|
cursorFrame = ECursor::COMBAT_BLOCKED;
|
|
consoleMsg = CGI->generaltexth->allTexts[23];
|
|
break;
|
|
case TELEPORT:
|
|
cursorFrame = ECursor::COMBAT_BLOCKED;
|
|
consoleMsg = CGI->generaltexth->allTexts[24]; //Invalid Teleport Destination
|
|
break;
|
|
case SACRIFICE:
|
|
consoleMsg = CGI->generaltexth->allTexts[543]; //choose army to sacrifice
|
|
break;
|
|
case FREE_LOCATION:
|
|
cursorFrame = ECursor::COMBAT_BLOCKED;
|
|
consoleMsg = boost::str(boost::format(CGI->generaltexth->allTexts[181]) % sp->name); //No room to place %s here
|
|
break;
|
|
default:
|
|
if (myNumber == -1)
|
|
CCS->curh->changeGraphic(ECursor::COMBAT, ECursor::COMBAT_POINTER); //set neutral cursor over menu etc.
|
|
else
|
|
cursorFrame = ECursor::COMBAT_BLOCKED;
|
|
break;
|
|
}
|
|
}
|
|
|
|
if (isCastingPossible) //common part
|
|
{
|
|
switch (currentAction) //don't use that with teleport / sacrifice
|
|
{
|
|
case TELEPORT: //FIXME: more generic solution?
|
|
case SACRIFICE:
|
|
break;
|
|
default:
|
|
cursorType = ECursor::SPELLBOOK;
|
|
cursorFrame = 0;
|
|
if(consoleMsg.empty() && sp)
|
|
consoleMsg = boost::str(boost::format(CGI->generaltexth->allTexts[26]) % sp->name); //Cast %s
|
|
break;
|
|
}
|
|
|
|
realizeAction = [=]
|
|
{
|
|
if (secondaryTarget) //select that target now
|
|
{
|
|
possibleActions.clear();
|
|
switch (sp->id.toEnum())
|
|
{
|
|
case SpellID::TELEPORT: //don't cast spell yet, only select target
|
|
possibleActions.push_back (TELEPORT);
|
|
spellToCast->selectedStack = selectedStack->ID;
|
|
break;
|
|
case SpellID::SACRIFICE:
|
|
possibleActions.push_back (SACRIFICE);
|
|
break;
|
|
}
|
|
}
|
|
else
|
|
{
|
|
if(creatureCasting)
|
|
{
|
|
if (sp)
|
|
{
|
|
giveCommand(Battle::MONSTER_SPELL, myNumber, sactive->ID, creatureSpellToCast);
|
|
}
|
|
else //unknown random spell
|
|
{
|
|
giveCommand(Battle::MONSTER_SPELL, myNumber, sactive->ID, curInt->cb->battleGetRandomStackSpell(shere, CBattleInfoCallback::RANDOM_GENIE));
|
|
}
|
|
}
|
|
else
|
|
{
|
|
assert (sp);
|
|
switch (sp->id.toEnum())
|
|
{
|
|
case SpellID::SACRIFICE:
|
|
spellToCast->destinationTile = selectedStack->position; //cast on first creature that will be resurrected
|
|
break;
|
|
default:
|
|
spellToCast->destinationTile = myNumber;
|
|
break;
|
|
}
|
|
curInt->cb->battleMakeAction(spellToCast);
|
|
endCastingSpell();
|
|
}
|
|
selectedStack = nullptr;
|
|
}
|
|
};
|
|
}
|
|
//helper lambda that appropriately realizes action / sets cursor and tooltip
|
|
auto realizeThingsToDo = [&]()
|
|
{
|
|
if(eventType == MOVE)
|
|
{
|
|
if(setCursor)
|
|
CCS->curh->changeGraphic(cursorType, cursorFrame);
|
|
this->console->alterText(consoleMsg);
|
|
this->console->whoSetAlter = 0;
|
|
}
|
|
if(eventType == LCLICK && realizeAction)
|
|
{
|
|
//opening creature window shouldn't affect myTurn...
|
|
if ((currentAction != CREATURE_INFO) && !secondaryTarget)
|
|
{
|
|
myTurn = false; //tends to crash with empty calls
|
|
}
|
|
realizeAction();
|
|
if (!secondaryTarget) //do not replace teleport or sacrifice cursor
|
|
CCS->curh->changeGraphic(ECursor::COMBAT, ECursor::COMBAT_POINTER);
|
|
this->console->alterText("");
|
|
}
|
|
};
|
|
|
|
realizeThingsToDo();
|
|
}
|
|
|
|
bool CBattleInterface::isCastingPossibleHere (const CStack * sactive, const CStack * shere, BattleHex myNumber)
|
|
{
|
|
creatureCasting = stackCanCastSpell && !spellDestSelectMode; //TODO: allow creatures to cast aimed spells
|
|
|
|
bool isCastingPossible = true;
|
|
|
|
int spellID = -1;
|
|
if (creatureCasting)
|
|
{
|
|
if (creatureSpellToCast > -1 && (shere != sactive)) //can't cast on itself
|
|
spellID = creatureSpellToCast; //TODO: merge with SpellTocast?
|
|
}
|
|
else //hero casting
|
|
spellID = spellToCast->additionalInfo;
|
|
|
|
sp = nullptr;
|
|
if (spellID >= 0)
|
|
sp = CGI->spellh->objects[spellID];
|
|
|
|
if (sp)
|
|
{
|
|
if (creatureCasting)
|
|
isCastingPossible = (curInt->cb->battleCanCreatureCastThisSpell (sp, myNumber) == ESpellCastProblem::OK);
|
|
else
|
|
isCastingPossible = (curInt->cb->battleCanCastThisSpell (sp, myNumber) == ESpellCastProblem::OK);
|
|
}
|
|
if(!myNumber.isAvailable() && !shere) //empty tile outside battlefield (or in the unavailable border column)
|
|
isCastingPossible = false;
|
|
|
|
return isCastingPossible;
|
|
}
|
|
|
|
BattleHex CBattleInterface::fromWhichHexAttack(BattleHex myNumber)
|
|
{
|
|
//TODO far too much repeating code
|
|
BattleHex destHex = -1;
|
|
switch(CCS->curh->frame)
|
|
{
|
|
case 12: //from bottom right
|
|
{
|
|
bool doubleWide = activeStack->doubleWide();
|
|
destHex = myNumber + ( (myNumber/GameConstants::BFIELD_WIDTH)%2 ? GameConstants::BFIELD_WIDTH : GameConstants::BFIELD_WIDTH+1 ) +
|
|
(activeStack->attackerOwned && doubleWide ? 1 : 0);
|
|
if(vstd::contains(occupyableHexes, destHex))
|
|
return destHex;
|
|
else if(activeStack->attackerOwned) //if we are attacker
|
|
{
|
|
if(vstd::contains(occupyableHexes, destHex+1))
|
|
return destHex+1;
|
|
}
|
|
else //if we are defender
|
|
{
|
|
if(vstd::contains(occupyableHexes, destHex-1))
|
|
return destHex-1;
|
|
}
|
|
break;
|
|
}
|
|
case 7: //from bottom left
|
|
{
|
|
destHex = myNumber + ( (myNumber/GameConstants::BFIELD_WIDTH)%2 ? GameConstants::BFIELD_WIDTH-1 : GameConstants::BFIELD_WIDTH );
|
|
if(vstd::contains(occupyableHexes, destHex))
|
|
return destHex;
|
|
else if(activeStack->attackerOwned) //if we are attacker
|
|
{
|
|
if(vstd::contains(occupyableHexes, destHex+1))
|
|
return destHex+1;
|
|
}
|
|
else //if we are defender
|
|
{
|
|
if(vstd::contains(occupyableHexes, destHex-1))
|
|
return destHex-1;
|
|
}
|
|
break;
|
|
}
|
|
case 8: //from left
|
|
{
|
|
if(activeStack->doubleWide() && !activeStack->attackerOwned)
|
|
{
|
|
std::vector<BattleHex> acc = curInt->cb->battleGetAvailableHexes(activeStack, false);
|
|
if(vstd::contains(acc, myNumber))
|
|
return myNumber - 1;
|
|
else
|
|
return myNumber - 2;
|
|
}
|
|
else
|
|
{
|
|
return myNumber - 1;
|
|
}
|
|
break;
|
|
}
|
|
case 9: //from top left
|
|
{
|
|
destHex = myNumber - ( (myNumber/GameConstants::BFIELD_WIDTH)%2 ? GameConstants::BFIELD_WIDTH+1 : GameConstants::BFIELD_WIDTH );
|
|
if(vstd::contains(occupyableHexes, destHex))
|
|
return destHex;
|
|
else if(activeStack->attackerOwned) //if we are attacker
|
|
{
|
|
if(vstd::contains(occupyableHexes, destHex+1))
|
|
return destHex+1;
|
|
}
|
|
else //if we are defender
|
|
{
|
|
if(vstd::contains(occupyableHexes, destHex-1))
|
|
return destHex-1;
|
|
}
|
|
break;
|
|
}
|
|
case 10: //from top right
|
|
{
|
|
bool doubleWide = activeStack->doubleWide();
|
|
destHex = myNumber - ( (myNumber/GameConstants::BFIELD_WIDTH)%2 ? GameConstants::BFIELD_WIDTH : GameConstants::BFIELD_WIDTH-1 ) +
|
|
(activeStack->attackerOwned && doubleWide ? 1 : 0);
|
|
if(vstd::contains(occupyableHexes, destHex))
|
|
return destHex;
|
|
else if(activeStack->attackerOwned) //if we are attacker
|
|
{
|
|
if(vstd::contains(occupyableHexes, destHex+1))
|
|
return destHex+1;
|
|
}
|
|
else //if we are defender
|
|
{
|
|
if(vstd::contains(occupyableHexes, destHex-1))
|
|
return destHex-1;
|
|
}
|
|
break;
|
|
}
|
|
case 11: //from right
|
|
{
|
|
if(activeStack->doubleWide() && activeStack->attackerOwned)
|
|
{
|
|
std::vector<BattleHex> acc = curInt->cb->battleGetAvailableHexes(activeStack, false);
|
|
if(vstd::contains(acc, myNumber))
|
|
return myNumber + 1;
|
|
else
|
|
return myNumber + 2;
|
|
}
|
|
else
|
|
{
|
|
return myNumber + 1;
|
|
}
|
|
break;
|
|
}
|
|
case 13: //from bottom
|
|
{
|
|
destHex = myNumber + ( (myNumber/GameConstants::BFIELD_WIDTH)%2 ? GameConstants::BFIELD_WIDTH : GameConstants::BFIELD_WIDTH+1 );
|
|
if(vstd::contains(occupyableHexes, destHex))
|
|
return destHex;
|
|
else if(attackingHeroInstance->tempOwner == curInt->cb->getMyColor()) //if we are attacker
|
|
{
|
|
if(vstd::contains(occupyableHexes, destHex+1))
|
|
return destHex+1;
|
|
}
|
|
else //if we are defender
|
|
{
|
|
if(vstd::contains(occupyableHexes, destHex-1))
|
|
return destHex-1;
|
|
}
|
|
break;
|
|
}
|
|
case 14: //from top
|
|
{
|
|
destHex = myNumber - ( (myNumber/GameConstants::BFIELD_WIDTH)%2 ? GameConstants::BFIELD_WIDTH : GameConstants::BFIELD_WIDTH-1 );
|
|
if(vstd::contains(occupyableHexes, destHex))
|
|
return destHex;
|
|
else if(attackingHeroInstance->tempOwner == curInt->cb->getMyColor()) //if we are attacker
|
|
{
|
|
if(vstd::contains(occupyableHexes, destHex+1))
|
|
return destHex+1;
|
|
}
|
|
else //if we are defender
|
|
{
|
|
if(vstd::contains(occupyableHexes, destHex-1))
|
|
return destHex-1;
|
|
}
|
|
break;
|
|
}
|
|
}
|
|
return -1;
|
|
}
|
|
|
|
Rect CBattleInterface::hexPosition(BattleHex hex) const
|
|
{
|
|
int x = 14 + ((hex.getY())%2==0 ? 22 : 0) + 44*hex.getX() + pos.x;
|
|
int y = 86 + 42 * hex.getY() + pos.y;
|
|
int w = cellShade->w;
|
|
int h = cellShade->h;
|
|
return Rect(x, y, w, h);
|
|
}
|
|
|
|
void CBattleInterface::obstaclePlaced(const CObstacleInstance & oi)
|
|
{
|
|
//so when multiple obstacles are added, they show up one after another
|
|
waitForAnims();
|
|
|
|
int effectID = -1;
|
|
soundBase::soundID sound = soundBase::invalid;//FIXME: variable set but unused. Missing soundh->playSound()?
|
|
|
|
std::string defname;
|
|
|
|
switch(oi.obstacleType)
|
|
{
|
|
case CObstacleInstance::QUICKSAND:
|
|
effectID = 55;
|
|
sound = soundBase::QUIKSAND;
|
|
break;
|
|
case CObstacleInstance::LAND_MINE:
|
|
effectID = 47;
|
|
sound = soundBase::LANDMINE;
|
|
break;
|
|
case CObstacleInstance::FORCE_FIELD:
|
|
{
|
|
auto &spellObstacle = dynamic_cast<const SpellCreatedObstacle&>(oi);
|
|
if(spellObstacle.casterSide)
|
|
{
|
|
if(oi.getAffectedTiles().size() < 3)
|
|
defname = "C15SPE0.DEF"; //TODO cannot find def for 2-hex force field \ appearing
|
|
else
|
|
defname = "C15SPE6.DEF";
|
|
}
|
|
else
|
|
{
|
|
if(oi.getAffectedTiles().size() < 3)
|
|
defname = "C15SPE0.DEF";
|
|
else
|
|
defname = "C15SPE9.DEF";
|
|
}
|
|
}
|
|
sound = soundBase::FORCEFLD;
|
|
break;
|
|
case CObstacleInstance::FIRE_WALL:
|
|
if(oi.getAffectedTiles().size() < 3)
|
|
effectID = 43; //small fire wall appearing
|
|
else
|
|
effectID = 44; //and the big one
|
|
sound = soundBase::fireWall;
|
|
break;
|
|
default:
|
|
logGlobal->errorStream() << "I don't know how to animate appearing obstacle of type " << (int)oi.obstacleType;
|
|
return;
|
|
}
|
|
|
|
if(graphics->battleACToDef[effectID].empty())
|
|
{
|
|
logGlobal->errorStream() << "Cannot find def for effect type " << effectID;
|
|
return;
|
|
}
|
|
|
|
if(defname.empty() && effectID >= 0)
|
|
defname = graphics->battleACToDef[effectID].front();
|
|
|
|
assert(!defname.empty());
|
|
//we assume here that effect graphics have the same size as the usual obstacle image
|
|
// -> if we know how to blit obstacle, let's blit the effect in the same place
|
|
Point whereTo = getObstaclePosition(getObstacleImage(oi), oi);
|
|
addNewAnim(new CSpellEffectAnimation(this, defname, whereTo.x, whereTo.y));
|
|
|
|
//TODO we need to wait after playing sound till it's finished, otherwise it overlaps and sounds really bad
|
|
//CCS->soundh->playSound(sound);
|
|
}
|
|
|
|
const CGHeroInstance * CBattleInterface::currentHero() const
|
|
{
|
|
if(attackingHeroInstance->tempOwner == curInt->playerID)
|
|
return attackingHeroInstance;
|
|
else
|
|
return defendingHeroInstance;
|
|
}
|
|
|
|
InfoAboutHero CBattleInterface::enemyHero() const
|
|
{
|
|
InfoAboutHero ret;
|
|
if(attackingHeroInstance->tempOwner == curInt->playerID)
|
|
curInt->cb->getHeroInfo(defendingHeroInstance, ret);
|
|
else
|
|
curInt->cb->getHeroInfo(attackingHeroInstance, ret);
|
|
|
|
return ret;
|
|
}
|
|
|
|
void CBattleInterface::requestAutofightingAIToTakeAction()
|
|
{
|
|
assert(curInt->isAutoFightOn);
|
|
|
|
boost::thread aiThread([&]
|
|
{
|
|
auto ba = new BattleAction(curInt->autofightingAI->activeStack(activeStack));
|
|
|
|
if(curInt->isAutoFightOn)
|
|
{
|
|
if(tacticsMode)
|
|
{
|
|
// Always end tactics mode. Player interface is blocked currently, so it's not possible that
|
|
// the AI can take any action except end tactics phase (AI actions won't be triggered)
|
|
//TODO implement the possibility that the AI will be triggered for further actions
|
|
//TODO any solution to merge tactics phase & normal phase in the way it is handled by the player and battle interface?
|
|
setActiveStack(nullptr);
|
|
blockUI(true);
|
|
tacticsMode = false;
|
|
}
|
|
else
|
|
{
|
|
givenCommand->setn(ba);
|
|
}
|
|
}
|
|
else
|
|
{
|
|
delete ba;
|
|
boost::unique_lock<boost::recursive_mutex> un(*LOCPLINT->pim);
|
|
activateStack();
|
|
}
|
|
});
|
|
|
|
aiThread.detach();
|
|
}
|
|
|
|
CBattleInterface::SiegeHelper::SiegeHelper(const CGTownInstance *siegeTown, const CBattleInterface * _owner)
|
|
: owner(_owner), town(siegeTown)
|
|
{
|
|
for(int g = 0; g < ARRAY_COUNT(walls); ++g)
|
|
{
|
|
walls[g] = BitmapHandler::loadBitmap( getSiegeName(g) );
|
|
}
|
|
}
|
|
|
|
CBattleInterface::SiegeHelper::~SiegeHelper()
|
|
{
|
|
for(auto & elem : walls)
|
|
{
|
|
SDL_FreeSurface(elem);
|
|
}
|
|
}
|
|
|
|
std::string CBattleInterface::SiegeHelper::getSiegeName(ui16 what) const
|
|
{
|
|
return getSiegeName(what, EWallState::INTACT);
|
|
}
|
|
|
|
std::string CBattleInterface::SiegeHelper::getSiegeName(ui16 what, int state) const
|
|
{
|
|
auto getImageIndex = [&]() -> int
|
|
{
|
|
switch (state)
|
|
{
|
|
case EWallState::INTACT : return 1;
|
|
case EWallState::DAMAGED : return 2;
|
|
case EWallState::DESTROYED :
|
|
if(what == 2 || what == 3 || what == 8) // towers don't have separate image here
|
|
return 2;
|
|
else
|
|
return 3;
|
|
}
|
|
return 1;
|
|
};
|
|
|
|
const std::string & prefix = town->town->clientInfo.siegePrefix;
|
|
std::string addit = boost::lexical_cast<std::string>(getImageIndex());
|
|
|
|
switch(what)
|
|
{
|
|
case 0: //background
|
|
return prefix + "BACK.BMP";
|
|
case 1: //background wall
|
|
{
|
|
switch(town->town->faction->index)
|
|
{
|
|
case 5: case 4: case 1: case 6:
|
|
return prefix + "TPW1.BMP";
|
|
default:
|
|
return prefix + "TPWL.BMP";
|
|
}
|
|
}
|
|
case 2: //keep
|
|
return prefix + "MAN" + addit + ".BMP";
|
|
case 3: //bottom tower
|
|
return prefix + "TW1" + addit + ".BMP";
|
|
case 4: //bottom wall
|
|
return prefix + "WA1" + addit + ".BMP";
|
|
case 5: //below gate
|
|
return prefix + "WA3" + addit + ".BMP";
|
|
case 6: //over gate
|
|
return prefix + "WA4" + addit + ".BMP";
|
|
case 7: //upper wall
|
|
return prefix + "WA6" + addit + ".BMP";
|
|
case 8: //upper tower
|
|
return prefix + "TW2" + addit + ".BMP";
|
|
case 9: //gate
|
|
return prefix + "DRW" + addit + ".BMP";
|
|
case 10: //gate arch
|
|
return prefix + "ARCH.BMP";
|
|
case 11: //bottom static wall
|
|
return prefix + "WA2.BMP";
|
|
case 12: //upper static wall
|
|
return prefix + "WA5.BMP";
|
|
case 13: //moat
|
|
return prefix + "MOAT.BMP";
|
|
case 14: //mlip
|
|
return prefix + "MLIP.BMP";
|
|
case 15: //keep creature cover
|
|
return prefix + "MANC.BMP";
|
|
case 16: //bottom turret creature cover
|
|
return prefix + "TW1C.BMP";
|
|
case 17: //upper turret creature cover
|
|
return prefix + "TW2C.BMP";
|
|
default:
|
|
return "";
|
|
}
|
|
}
|
|
|
|
/// What: 1. background wall, 2. keep, 3. bottom tower, 4. bottom wall, 5. wall below gate,
|
|
/// 6. wall over gate, 7. upper wall, 8. upper tower, 9. gate, 10. gate arch, 11. bottom static wall, 12. upper static wall, 13. moat, 14. mlip,
|
|
/// 15. keep turret cover, 16. lower turret cover, 17. upper turret cover
|
|
void CBattleInterface::SiegeHelper::printPartOfWall(SDL_Surface * to, int what)
|
|
{
|
|
Point pos = Point(-1, -1);
|
|
auto & ci = owner->siegeH->town->town->clientInfo;
|
|
|
|
if (what >= 1 && what <= 17)
|
|
{
|
|
pos.x = ci.siegePositions[what].x + owner->pos.x;
|
|
pos.y = ci.siegePositions[what].y + owner->pos.y;
|
|
}
|
|
|
|
if (town->town->faction->index == ETownType::TOWER
|
|
&& (what == 13 || what == 14))
|
|
return; // no moat in Tower. TODO: remove hardcode somehow?
|
|
|
|
if(pos.x != -1)
|
|
{
|
|
blitAt(walls[what], pos.x, pos.y, to);
|
|
}
|
|
}
|
|
|
|
CatapultProjectileInfo::CatapultProjectileInfo(Point from, Point dest)
|
|
{
|
|
facA = 0.005; // seems to be constant
|
|
|
|
// system of 2 linear equations, solutions of which are missing coefficients
|
|
// for quadratic equation a*x*x + b*x + c
|
|
double eq[2][3] = {
|
|
{ static_cast<double>(from.x), 1.0, from.y - facA*from.x*from.x },
|
|
{ static_cast<double>(dest.x), 1.0, dest.y - facA*dest.x*dest.x }
|
|
};
|
|
|
|
// solve system via determinants
|
|
double det = eq[0][0] * eq[1][1] - eq[1][0] * eq[0][1];
|
|
double detB = eq[0][2] * eq[1][1] - eq[1][2] * eq[0][1];
|
|
double detC = eq[0][0] * eq[1][2] - eq[1][0] * eq[0][2];
|
|
|
|
facB = detB / det;
|
|
facC = detC / det;
|
|
|
|
// make sure that parabola is correct e.g. passes through from and dest
|
|
assert(fabs(calculateY(from.x) - from.y) < 1.0);
|
|
assert(fabs(calculateY(dest.x) - dest.y) < 1.0);
|
|
}
|
|
|
|
double CatapultProjectileInfo::calculateY(double x)
|
|
{
|
|
return facA * pow(x, 2.0) + facB * x + facC;
|
|
}
|
|
|
|
void CBattleInterface::showAll(SDL_Surface * to)
|
|
{
|
|
show(to);
|
|
}
|
|
|
|
void CBattleInterface::show(SDL_Surface * to)
|
|
{
|
|
assert(to);
|
|
|
|
SDL_Rect buf;
|
|
SDL_GetClipRect(to, &buf);
|
|
SDL_SetClipRect(to, &pos);
|
|
|
|
++animCount;
|
|
|
|
showBackground(to);
|
|
showBattlefieldObjects(to);
|
|
showProjectiles(to);
|
|
|
|
updateBattleAnimations();
|
|
|
|
SDL_SetClipRect(to, &buf); //restoring previous clip_rect
|
|
|
|
showInterface(to);
|
|
|
|
//activation of next stack
|
|
if(pendingAnims.empty() && stackToActivate != nullptr)
|
|
{
|
|
activateStack();
|
|
|
|
//we may have changed active interface (another side in hot-seat),
|
|
// so we can't continue drawing with old setting.
|
|
show(to);
|
|
}
|
|
}
|
|
|
|
void CBattleInterface::showBackground(SDL_Surface * to)
|
|
{
|
|
if(activeStack != nullptr && creAnims[activeStack->ID]->isIdle()) //show everything with range
|
|
{
|
|
// FIXME: any *real* reason to keep this separate? Speed difference can't be that big
|
|
blitAt(backgroundWithHexes, pos.x, pos.y, to);
|
|
}
|
|
else
|
|
{
|
|
showBackgroundImage(to);
|
|
showAbsoluteObstacles(to);
|
|
}
|
|
showHighlightedHexes(to);
|
|
}
|
|
|
|
void CBattleInterface::showBackgroundImage(SDL_Surface * to)
|
|
{
|
|
blitAt(background, pos.x, pos.y, to);
|
|
if(settings["battle"]["cellBorders"].Bool())
|
|
{
|
|
CSDL_Ext::blit8bppAlphaTo24bpp(cellBorders, nullptr, to, &pos);
|
|
}
|
|
}
|
|
|
|
void CBattleInterface::showAbsoluteObstacles(SDL_Surface * to)
|
|
{
|
|
//Blit absolute obstacles
|
|
for(auto &oi : curInt->cb->battleGetAllObstacles())
|
|
if(oi->obstacleType == CObstacleInstance::ABSOLUTE_OBSTACLE)
|
|
blitAt(getObstacleImage(*oi), pos.x + oi->getInfo().width, pos.y + oi->getInfo().height, to);
|
|
|
|
if (siegeH && siegeH->town->hasBuilt(BuildingID::CITADEL))
|
|
siegeH->printPartOfWall(to, 14); // show moat background
|
|
}
|
|
|
|
void CBattleInterface::showHighlightedHexes(SDL_Surface * to)
|
|
{
|
|
for(int b=0; b<GameConstants::BFIELD_SIZE; ++b)
|
|
{
|
|
if(bfield[b]->strictHovered && bfield[b]->hovered)
|
|
{
|
|
if(previouslyHoveredHex == -1)
|
|
previouslyHoveredHex = b; //something to start with
|
|
if(currentlyHoveredHex == -1)
|
|
currentlyHoveredHex = b; //something to start with
|
|
|
|
if(currentlyHoveredHex != b) //repair hover info
|
|
{
|
|
previouslyHoveredHex = currentlyHoveredHex;
|
|
currentlyHoveredHex = b;
|
|
}
|
|
if (settings["battle"]["mouseShadow"].Bool())
|
|
{
|
|
if(spellToCast) //when casting spell
|
|
{
|
|
//calculating spell school level
|
|
const CSpell & spToCast = *CGI->spellh->objects[spellToCast->additionalInfo];
|
|
ui8 schoolLevel = 0;
|
|
|
|
auto caster = activeStack->attackerOwned ? attackingHeroInstance : defendingHeroInstance;
|
|
if (caster)
|
|
schoolLevel = caster->getSpellSchoolLevel(&spToCast);
|
|
|
|
// printing shaded hex(es)
|
|
auto shaded = spToCast.rangeInHexes(currentlyHoveredHex, schoolLevel, curInt->cb->battleGetMySide());
|
|
for(BattleHex shadedHex : shaded)
|
|
{
|
|
if ((shadedHex.getX() != 0) && (shadedHex.getX() != GameConstants::BFIELD_WIDTH -1))
|
|
showHighlightedHex(to, shadedHex);
|
|
}
|
|
}
|
|
else if (active)//always highlight pointed hex
|
|
{
|
|
if (currentlyHoveredHex.getX() != 0
|
|
&& currentlyHoveredHex.getX() != GameConstants::BFIELD_WIDTH - 1)
|
|
showHighlightedHex(to, currentlyHoveredHex);
|
|
}
|
|
}
|
|
}
|
|
}
|
|
|
|
if(activeStack && settings["battle"]["stackRange"].Bool())
|
|
{
|
|
std::set<BattleHex> set = curInt->cb->battleGetAttackedHexes(activeStack, currentlyHoveredHex, attackingHex);
|
|
for(BattleHex hex : set)
|
|
showHighlightedHex(to, hex);
|
|
|
|
// display the movement shadow of the stack at b (i.e. stack under mouse)
|
|
const CStack * const shere = curInt->cb->battleGetStackByPos(currentlyHoveredHex, false);
|
|
if (shere && shere != activeStack && shere->alive())
|
|
{
|
|
std::vector<BattleHex> v = curInt->cb->battleGetAvailableHexes(shere, true );
|
|
for (BattleHex hex : v)
|
|
showHighlightedHex(to, hex);
|
|
}
|
|
}
|
|
}
|
|
|
|
void CBattleInterface::showHighlightedHex(SDL_Surface * to, BattleHex hex)
|
|
{
|
|
int x = 14 + (hex.getY() % 2 == 0 ? 22 : 0) + 44 * (hex.getX()) + pos.x;
|
|
int y = 86 + 42 * hex.getY() + pos.y;
|
|
SDL_Rect temp_rect = genRect (cellShade->h, cellShade->w, x, y);
|
|
CSDL_Ext::blit8bppAlphaTo24bpp (cellShade, nullptr, to, &temp_rect);
|
|
}
|
|
|
|
void CBattleInterface::showProjectiles(SDL_Surface * to)
|
|
{
|
|
assert(to);
|
|
|
|
std::list< std::list<ProjectileInfo>::iterator > toBeDeleted;
|
|
for(auto it = projectiles.begin(); it!=projectiles.end(); ++it)
|
|
{
|
|
// Check if projectile is already visible (shooter animation did the shot)
|
|
if (!it->shotDone)
|
|
{
|
|
// frame we're waiting for is reached OR animation has already finished
|
|
if (creAnims[it->stackID]->getCurrentFrame() >= it->animStartDelay ||
|
|
creAnims[it->stackID]->isShooting() == false)
|
|
{
|
|
//at this point projectile should become visible
|
|
creAnims[it->stackID]->pause(); // pause animation
|
|
it->shotDone = true;
|
|
}
|
|
else
|
|
continue; // wait...
|
|
}
|
|
|
|
SDL_Surface * image = idToProjectile[it->creID]->ourImages[it->frameNum].bitmap;
|
|
|
|
SDL_Rect dst;
|
|
dst.h = image->h;
|
|
dst.w = image->w;
|
|
dst.x = it->x - dst.w / 2;
|
|
dst.y = it->y - dst.h / 2;
|
|
|
|
if(it->reverse)
|
|
{
|
|
SDL_Surface * rev = CSDL_Ext::verticalFlip(image);
|
|
CSDL_Ext::blit8bppAlphaTo24bpp(rev, nullptr, to, &dst);
|
|
SDL_FreeSurface(rev);
|
|
}
|
|
else
|
|
{
|
|
CSDL_Ext::blit8bppAlphaTo24bpp(image, nullptr, to, &dst);
|
|
}
|
|
|
|
// Update projectile
|
|
++it->step;
|
|
if(it->step == it->lastStep)
|
|
{
|
|
toBeDeleted.insert(toBeDeleted.end(), it);
|
|
}
|
|
else
|
|
{
|
|
if (it->catapultInfo)
|
|
{
|
|
// Parabolic shot of the trajectory, as follows: f(x) = ax^2 + bx + c
|
|
it->x += it->dx;
|
|
it->y = it->catapultInfo->calculateY(it->x);
|
|
|
|
++(it->frameNum);
|
|
it->frameNum %= idToProjectile[it->creID]->ourImages.size();
|
|
}
|
|
else
|
|
{
|
|
// Normal projectile, just add the calculated "deltas" to the x and y positions.
|
|
it->x += it->dx;
|
|
it->y += it->dy;
|
|
}
|
|
}
|
|
}
|
|
|
|
for(auto & elem : toBeDeleted)
|
|
{
|
|
// resume animation
|
|
creAnims[elem->stackID]->play();
|
|
projectiles.erase(elem);
|
|
}
|
|
}
|
|
|
|
void CBattleInterface::showBattlefieldObjects(SDL_Surface * to)
|
|
{
|
|
auto showHexEntry = [&](BattleObjectsByHex::HexData & hex)
|
|
{
|
|
showPiecesOfWall(to, hex.walls);
|
|
showObstacles(to, hex.obstacles);
|
|
showAliveStacks(to, hex.alive);
|
|
showBattleEffects(to, hex.effects);
|
|
};
|
|
|
|
BattleObjectsByHex objects = sortObjectsByHex();
|
|
|
|
// dead stacks should be blit first
|
|
showStacks(to, objects.beforeAll.dead);
|
|
for( auto & data : objects.hex )
|
|
showStacks(to, data.dead);
|
|
showStacks(to, objects.afterAll.dead);
|
|
|
|
// display objects that must be blit before anything else (e.g. topmost walls)
|
|
showHexEntry(objects.beforeAll);
|
|
|
|
// show heroes after "beforeAll" - e.g. topmost wall in siege
|
|
if(attackingHero)
|
|
attackingHero->show(to);
|
|
if(defendingHero)
|
|
defendingHero->show(to);
|
|
|
|
// actual blit of most of objects, hex by hex
|
|
// NOTE: row-by-row blitting may be a better approach
|
|
for( auto & data : objects.hex )
|
|
showHexEntry(data);
|
|
// objects that must be blit *after* everything else - e.g. bottom tower or some spell effects
|
|
showHexEntry(objects.afterAll);
|
|
}
|
|
|
|
void CBattleInterface::showAliveStacks(SDL_Surface * to, std::vector<const CStack *> stacks)
|
|
{
|
|
auto isAmountBoxVisible = [&](const CStack * stack) -> bool
|
|
{
|
|
if (stack->hasBonusOfType(Bonus::SIEGE_WEAPON)) // siege weapons are always singular
|
|
return false;
|
|
|
|
if (curInt->curAction)
|
|
{
|
|
if (curInt->curAction->stackNumber == stack->ID) // stack is currently taking an action
|
|
return false;
|
|
|
|
if (curInt->curAction->actionType == Battle::WALK_AND_ATTACK && // stack is being targeted
|
|
stack->position == curInt->curAction->additionalInfo)
|
|
return false;
|
|
|
|
if (curInt->curAction->destinationTile == stack->position) // stack is moving
|
|
return false;
|
|
}
|
|
|
|
return true;
|
|
};
|
|
|
|
auto getEffectsPositivness = [&](const CStack * stack) -> int
|
|
{
|
|
int pos = 0;
|
|
for(auto & spellId : stack->activeSpells())
|
|
{
|
|
pos += CGI->spellh->objects[ spellId ]->positiveness;
|
|
}
|
|
return pos;
|
|
};
|
|
|
|
auto getAmountBoxBackground = [&](int positivness) -> SDL_Surface *
|
|
{
|
|
if (positivness > 0)
|
|
return amountPositive;
|
|
if (positivness < 0)
|
|
return amountNegative;
|
|
return amountEffNeutral;
|
|
};
|
|
|
|
showStacks(to, stacks); // Actual display of all stacks
|
|
|
|
for (auto & stack : stacks)
|
|
{
|
|
assert(stack);
|
|
//printing amount
|
|
if (isAmountBoxVisible(stack))
|
|
{
|
|
const BattleHex nextPos = stack->position + (stack->attackerOwned ? 1 : -1);
|
|
const bool edge = stack->position % GameConstants::BFIELD_WIDTH == (stack->attackerOwned ? GameConstants::BFIELD_WIDTH - 2 : 1);
|
|
const bool moveInside = !edge && !stackCountOutsideHexes[nextPos];
|
|
int xAdd = (stack->attackerOwned ? 220 : 202) +
|
|
(stack->doubleWide() ? 44 : 0) * (stack->attackerOwned ? +1 : -1) +
|
|
(moveInside ? amountNormal->w + 10 : 0) * (stack->attackerOwned ? -1 : +1);
|
|
int yAdd = 260 + ((stack->attackerOwned || moveInside) ? 0 : -15);
|
|
|
|
//blitting amount background box
|
|
SDL_Surface *amountBG = amountNormal;
|
|
if(!stack->getSpellBonuses()->empty())
|
|
amountBG = getAmountBoxBackground(getEffectsPositivness(stack));
|
|
|
|
SDL_Rect temp_rect = genRect(amountBG->h, amountBG->w, creAnims[stack->ID]->pos.x + xAdd, creAnims[stack->ID]->pos.y + yAdd);
|
|
SDL_BlitSurface(amountBG, nullptr, to, &temp_rect);
|
|
|
|
//blitting amount
|
|
Point textPos(creAnims[stack->ID]->pos.x + xAdd + amountNormal->w/2,
|
|
creAnims[stack->ID]->pos.y + yAdd + amountNormal->h/2);
|
|
graphics->fonts[FONT_TINY]->renderTextCenter(to, makeNumberShort(stack->count), Colors::WHITE, textPos);
|
|
}
|
|
}
|
|
}
|
|
|
|
void CBattleInterface::showStacks(SDL_Surface * to, std::vector<const CStack *> stacks)
|
|
{
|
|
for (const CStack * stack : stacks)
|
|
{
|
|
creAnims[stack->ID]->nextFrame(to, creDir[stack->ID]); // do actual blit
|
|
creAnims[stack->ID]->incrementFrame(float(GH.mainFPSmng->getElapsedMilliseconds()) / 1000);
|
|
}
|
|
}
|
|
|
|
void CBattleInterface::showObstacles(SDL_Surface *to, std::vector<shared_ptr<const CObstacleInstance> > &obstacles)
|
|
{
|
|
for (auto & obstacle : obstacles)
|
|
{
|
|
SDL_Surface *toBlit = getObstacleImage(*obstacle);
|
|
Point p = getObstaclePosition(toBlit, *obstacle);
|
|
blitAt(toBlit, p.x, p.y, to);
|
|
}
|
|
}
|
|
|
|
void CBattleInterface::showBattleEffects(SDL_Surface *to, const std::vector<const BattleEffect *> &battleEffects)
|
|
{
|
|
for(auto & elem : battleEffects)
|
|
{
|
|
int currentFrame = floor(elem->currentFrame);
|
|
currentFrame %= elem->anim->ourImages.size();
|
|
|
|
SDL_Surface * bitmapToBlit = elem->anim->ourImages[currentFrame].bitmap;
|
|
SDL_Rect temp_rect = genRect(bitmapToBlit->h, bitmapToBlit->w, elem->x, elem->y);
|
|
SDL_BlitSurface(bitmapToBlit, nullptr, to, &temp_rect);
|
|
}
|
|
}
|
|
|
|
void CBattleInterface::showInterface(SDL_Surface * to)
|
|
{
|
|
blitAt(menu, pos.x, 556 + pos.y, to);
|
|
|
|
if(tacticsMode)
|
|
{
|
|
btactNext->showAll(to);
|
|
btactEnd->showAll(to);
|
|
}
|
|
else
|
|
{
|
|
console->showAll(to);
|
|
bConsoleUp->showAll(to);
|
|
bConsoleDown->showAll(to);
|
|
}
|
|
|
|
//showing buttons
|
|
bOptions->showAll(to);
|
|
bSurrender->showAll(to);
|
|
bFlee->showAll(to);
|
|
bAutofight->showAll(to);
|
|
bSpell->showAll(to);
|
|
bWait->showAll(to);
|
|
bDefence->showAll(to);
|
|
|
|
//showing in-game console
|
|
LOCPLINT->cingconsole->show(to);
|
|
|
|
Rect posWithQueue = Rect(pos.x, pos.y, 800, 600);
|
|
|
|
if(settings["battle"]["showQueue"].Bool())
|
|
{
|
|
if(!queue->embedded)
|
|
{
|
|
posWithQueue.y -= queue->pos.h;
|
|
posWithQueue.h += queue->pos.h;
|
|
}
|
|
|
|
//showing queue
|
|
if(!bresult)
|
|
queue->showAll(to);
|
|
else
|
|
queue->blitBg(to);
|
|
}
|
|
|
|
//printing border around interface
|
|
if(screen->w != 800 || screen->h !=600)
|
|
{
|
|
CMessage::drawBorder(curInt->playerID,to,posWithQueue.w + 28, posWithQueue.h + 28, posWithQueue.x-14, posWithQueue.y-15);
|
|
}
|
|
}
|
|
|
|
BattleObjectsByHex CBattleInterface::sortObjectsByHex()
|
|
{
|
|
auto getCurrentPosition = [&](const CStack * stack) -> BattleHex
|
|
{
|
|
for (auto & anim : pendingAnims)
|
|
{
|
|
// certainly ugly workaround but fixes quite annoying bug
|
|
// stack position will be updated only *after* movement is finished
|
|
// before this - stack is always at its initial position. Thus we need to find
|
|
// its current position. Which can be found only in this class
|
|
if (CMovementAnimation * move = dynamic_cast<CMovementAnimation*>(anim.first))
|
|
{
|
|
if (move->stack == stack)
|
|
return move->nextHex;
|
|
}
|
|
}
|
|
return stack->position;
|
|
};
|
|
|
|
BattleObjectsByHex sorted;
|
|
|
|
// Sort creatures
|
|
for (auto & stack : curInt->cb->battleGetAllStacks())
|
|
{
|
|
if(creAnims.find(stack->ID) == creAnims.end()) //e.g. for summoned but not yet handled stacks
|
|
continue;
|
|
|
|
if (stack->position < 0) // turret shooters are handled separately
|
|
continue;
|
|
|
|
if(!creAnims[stack->ID]->isDead())
|
|
{
|
|
if (!creAnims[stack->ID]->isMoving())
|
|
sorted.hex[stack->position].alive.push_back(stack);
|
|
else
|
|
{
|
|
// flying creature - just blit them over everyone else
|
|
if (stack->hasBonusOfType(Bonus::FLYING))
|
|
sorted.afterAll.alive.push_back(stack);
|
|
else//try to find current location
|
|
sorted.hex[getCurrentPosition(stack)].alive.push_back(stack);
|
|
}
|
|
}
|
|
else
|
|
sorted.hex[stack->position].dead.push_back(stack);
|
|
}
|
|
|
|
// Sort battle effects (spells)
|
|
for (auto & battleEffect : battleEffects)
|
|
{
|
|
if(battleEffect.position.isValid())
|
|
sorted.hex[battleEffect.position].effects.push_back(&battleEffect);
|
|
else
|
|
sorted.afterAll.effects.push_back(&battleEffect);
|
|
}
|
|
|
|
// Sort obstacles
|
|
for(auto & obstacle : curInt->cb->battleGetAllObstacles())
|
|
{
|
|
if(obstacle->obstacleType != CObstacleInstance::ABSOLUTE_OBSTACLE
|
|
&& obstacle->obstacleType != CObstacleInstance::MOAT)
|
|
{
|
|
sorted.hex[obstacle->pos].obstacles.push_back(obstacle);
|
|
}
|
|
}
|
|
|
|
// Sort wall parts
|
|
if (siegeH)
|
|
{
|
|
sorted.beforeAll.walls.push_back(1); // 1. background wall
|
|
sorted.hex[135].walls.push_back(2); // 2. keep
|
|
sorted.afterAll.walls.push_back(3); // 3. bottom tower
|
|
sorted.hex[182].walls.push_back(4); // 4. bottom wall
|
|
sorted.hex[130].walls.push_back(5); // 5. wall below gate,
|
|
sorted.hex[62].walls.push_back(6); // 6. wall over gate
|
|
sorted.hex[12].walls.push_back(7); // 7. upper wall
|
|
sorted.beforeAll.walls.push_back(8); // 8. upper tower
|
|
//sorted.hex[94].walls.push_back(9); // 9. gate // Not implemented it seems
|
|
sorted.hex[112].walls.push_back(10); // 10. gate arch
|
|
sorted.hex[165].walls.push_back(11); // 11. bottom static wall
|
|
sorted.hex[45].walls.push_back(12); // 12. upper static wall
|
|
|
|
if (siegeH && siegeH->town->hasBuilt(BuildingID::CITADEL))
|
|
{
|
|
sorted.beforeAll.walls.push_back(13); // 13. moat
|
|
//sorted.beforeAll.walls.push_back(14); // 14. mlip (moat background terrain), blit as absolute obstacle
|
|
sorted.hex[135].walls.push_back(15); // 15. keep turret cover
|
|
}
|
|
if (siegeH && siegeH->town->hasBuilt(BuildingID::CASTLE))
|
|
{
|
|
sorted.afterAll.walls.push_back(16); // 16. lower turret cover
|
|
sorted.beforeAll.walls.push_back(17); // 17. upper turret cover
|
|
}
|
|
}
|
|
return sorted;
|
|
}
|
|
|
|
void CBattleInterface::updateBattleAnimations()
|
|
{
|
|
//handle animations
|
|
for(auto & elem : pendingAnims)
|
|
{
|
|
if(!elem.first) //this animation should be deleted
|
|
continue;
|
|
|
|
if(!elem.second)
|
|
{
|
|
elem.second = elem.first->init();
|
|
}
|
|
if(elem.second && elem.first)
|
|
elem.first->nextFrame();
|
|
}
|
|
|
|
//delete anims
|
|
int preSize = pendingAnims.size();
|
|
for(auto it = pendingAnims.begin(); it != pendingAnims.end(); ++it)
|
|
{
|
|
if(it->first == nullptr)
|
|
{
|
|
pendingAnims.erase(it);
|
|
it = pendingAnims.begin();
|
|
break;
|
|
}
|
|
}
|
|
|
|
if(preSize > 0 && pendingAnims.empty())
|
|
{
|
|
//anims ended
|
|
blockUI(activeStack == nullptr);
|
|
|
|
animsAreDisplayed.setn(false);
|
|
}
|
|
}
|
|
|
|
SDL_Surface * CBattleInterface::getObstacleImage(const CObstacleInstance &oi)
|
|
{
|
|
int frameIndex = (animCount+1) * 25 / getAnimSpeed();
|
|
switch(oi.obstacleType)
|
|
{
|
|
case CObstacleInstance::USUAL:
|
|
return vstd::circularAt(idToObstacle.find(oi.ID)->second->ourImages, frameIndex).bitmap;
|
|
case CObstacleInstance::ABSOLUTE_OBSTACLE:
|
|
return idToAbsoluteObstacle.find(oi.ID)->second;
|
|
case CObstacleInstance::QUICKSAND:
|
|
return vstd::circularAt(quicksand->ourImages, frameIndex).bitmap;
|
|
case CObstacleInstance::LAND_MINE:
|
|
return vstd::circularAt(landMine->ourImages, frameIndex).bitmap;
|
|
case CObstacleInstance::FIRE_WALL:
|
|
return vstd::circularAt(fireWall->ourImages, frameIndex).bitmap;
|
|
case CObstacleInstance::FORCE_FIELD:
|
|
{
|
|
auto &forceField = dynamic_cast<const SpellCreatedObstacle &>(oi);
|
|
if(forceField.getAffectedTiles().size() > 2)
|
|
return vstd::circularAt(bigForceField[forceField.casterSide]->ourImages, frameIndex).bitmap;
|
|
else
|
|
return vstd::circularAt(smallForceField[forceField.casterSide]->ourImages, frameIndex).bitmap;
|
|
}
|
|
|
|
case CObstacleInstance::MOAT://moat is blitted by SiegeHelper, this shouldn't be called
|
|
default:
|
|
assert(0);
|
|
return nullptr;
|
|
}
|
|
}
|
|
|
|
Point CBattleInterface::getObstaclePosition(SDL_Surface *image, const CObstacleInstance &obstacle)
|
|
{
|
|
int offset = image->h % 42;
|
|
if(obstacle.obstacleType == CObstacleInstance::USUAL)
|
|
{
|
|
if(obstacle.getInfo().blockedTiles.front() < 0 || offset > 37) //second or part is for holy ground ID=62,65,63
|
|
offset -= 42;
|
|
}
|
|
else if(obstacle.obstacleType == CObstacleInstance::QUICKSAND)
|
|
{
|
|
offset -= 42;
|
|
}
|
|
|
|
Rect r = hexPosition(obstacle.pos);
|
|
r.y += 42 - image->h + offset;
|
|
return r.topLeft();
|
|
}
|
|
|
|
void CBattleInterface::redrawBackgroundWithHexes(const CStack * activeStack)
|
|
{
|
|
attackableHexes.clear();
|
|
if (activeStack)
|
|
occupyableHexes = curInt->cb->battleGetAvailableHexes(activeStack, true, &attackableHexes);
|
|
curInt->cb->battleGetStackCountOutsideHexes(stackCountOutsideHexes);
|
|
//preparating background graphic with hexes and shaded hexes
|
|
blitAt(background, 0, 0, backgroundWithHexes);
|
|
|
|
//draw absolute obstacles (cliffs and so on)
|
|
for(auto &oi : curInt->cb->battleGetAllObstacles())
|
|
{
|
|
if(oi->obstacleType == CObstacleInstance::ABSOLUTE_OBSTACLE/* || oi.obstacleType == CObstacleInstance::MOAT*/)
|
|
blitAt(getObstacleImage(*oi), oi->getInfo().width, oi->getInfo().height, backgroundWithHexes);
|
|
}
|
|
|
|
if(settings["battle"]["cellBorders"].Bool())
|
|
CSDL_Ext::blit8bppAlphaTo24bpp(cellBorders, nullptr, backgroundWithHexes, nullptr);
|
|
|
|
if(settings["battle"]["stackRange"].Bool())
|
|
{
|
|
std::vector<BattleHex> hexesToShade = occupyableHexes;
|
|
hexesToShade.insert(hexesToShade.end(), attackableHexes.begin(), attackableHexes.end());
|
|
for(BattleHex hex : hexesToShade)
|
|
{
|
|
int i = hex.getY(); //row
|
|
int j = hex.getX()-1; //column
|
|
int x = 58 + (i%2==0 ? 22 : 0) + 44*j;
|
|
int y = 86 + 42 * i;
|
|
SDL_Rect temp_rect = genRect(cellShade->h, cellShade->w, x, y);
|
|
CSDL_Ext::blit8bppAlphaTo24bpp(cellShade, nullptr, backgroundWithHexes, &temp_rect);
|
|
}
|
|
}
|
|
}
|
|
|
|
void CBattleInterface::showPiecesOfWall(SDL_Surface * to, std::vector<int> pieces)
|
|
{
|
|
if(!siegeH)
|
|
return;
|
|
for (auto piece : pieces)
|
|
{
|
|
if (piece < 15) // not a tower - just print
|
|
siegeH->printPartOfWall(to, piece);
|
|
else // tower. find if tower is built and not destroyed - stack is present
|
|
{
|
|
// PieceID StackID
|
|
// 15 = keep, -2
|
|
// 16 = lower, -3
|
|
// 17 = upper, -4
|
|
|
|
// tower. check if tower is alive - stack is found
|
|
int stackPos = 13 - piece;
|
|
|
|
const CStack *turret = nullptr;
|
|
|
|
for(auto & stack : curInt->cb->battleGetAllStacks(true))
|
|
{
|
|
if(stack->position == stackPos)
|
|
{
|
|
turret = stack;
|
|
break;
|
|
}
|
|
}
|
|
|
|
if (turret)
|
|
{
|
|
std::vector<const CStack *> stackList(1, turret);
|
|
showStacks(to, stackList);
|
|
siegeH->printPartOfWall(to, piece);
|
|
}
|
|
}
|
|
}
|
|
}
|