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vcmi/client/battle/CBattleInterface.cpp
Arseniy Shestakov c5cfc8467f Battles: change naming from drawbridge to gate for everything
This way code is shorter and cleaner while in future we may support towns with gate only.
2016-02-13 17:40:31 +03:00

3636 lines
110 KiB
C++

#include "StdInc.h"
#include "CBattleInterface.h"
#include "CBattleAnimations.h"
#include "CBattleInterfaceClasses.h"
#include "CCreatureAnimation.h"
#include "../CBitmapHandler.h"
#include "../CDefHandler.h"
#include "../CGameInfo.h"
#include "../CMessage.h"
#include "../CMT.h"
#include "../CMusicHandler.h"
#include "../CPlayerInterface.h"
#include "../CVideoHandler.h"
#include "../Graphics.h"
#include "../gui/CCursorHandler.h"
#include "../gui/CGuiHandler.h"
#include "../gui/SDL_Extensions.h"
#include "../windows/CAdvmapInterface.h"
#include "../windows/CCreatureWindow.h"
#include "../windows/CSpellWindow.h"
#include "../../CCallback.h"
#include "../../lib/BattleState.h"
#include "../../lib/CConfigHandler.h"
#include "../../lib/CGeneralTextHandler.h"
#include "../../lib/CHeroHandler.h"
#include "../../lib/CondSh.h"
#include "../../lib/CRandomGenerator.h"
#include "../../lib/spells/CSpellHandler.h"
#include "../../lib/CTownHandler.h"
#include "../../lib/CGameState.h"
#include "../../lib/mapping/CMap.h"
#include "../../lib/NetPacks.h"
#include "../../lib/UnlockGuard.h"
/*
* CBattleInterface.cpp, part of VCMI engine
*
* Authors: listed in file AUTHORS in main folder
*
* License: GNU General Public License v2.0 or later
* Full text of license available in license.txt file, in main folder
*
*/
CondSh<bool> CBattleInterface::animsAreDisplayed;
static void onAnimationFinished(const CStack *stack, CCreatureAnimation * anim)
{
if (anim->isIdle())
{
const CCreature *creature = stack->getCreature();
if (anim->framesInGroup(CCreatureAnim::MOUSEON) > 0)
{
if (CRandomGenerator::getDefault().nextDouble(99.0) < creature->animation.timeBetweenFidgets * 10)
anim->playOnce(CCreatureAnim::MOUSEON);
else
anim->setType(CCreatureAnim::HOLDING);
}
else
{
anim->setType(CCreatureAnim::HOLDING);
}
}
// always reset callback
anim->onAnimationReset += std::bind(&onAnimationFinished, stack, anim);
}
static void transformPalette(SDL_Surface * surf, double rCor, double gCor, double bCor)
{
SDL_Color * colorsToChange = surf->format->palette->colors;
for(int g=0; g<surf->format->palette->ncolors; ++g)
{
if((colorsToChange+g)->b != 132 &&
(colorsToChange+g)->g != 231 &&
(colorsToChange+g)->r != 255) //it's not yellow border
{
(colorsToChange+g)->r = static_cast<double>((colorsToChange+g)->r) * rCor;
(colorsToChange+g)->g = static_cast<double>((colorsToChange+g)->g) * gCor;
(colorsToChange+g)->b = static_cast<double>((colorsToChange+g)->b) * bCor;
}
}
}
void CBattleInterface::addNewAnim(CBattleAnimation * anim)
{
pendingAnims.push_back( std::make_pair(anim, false) );
animsAreDisplayed.setn(true);
}
CBattleInterface::CBattleInterface(const CCreatureSet * army1, const CCreatureSet * army2,
const CGHeroInstance *hero1, const CGHeroInstance *hero2,
const SDL_Rect & myRect,
std::shared_ptr<CPlayerInterface> att, std::shared_ptr<CPlayerInterface> defen)
: background(nullptr), queue(nullptr), attackingHeroInstance(hero1), defendingHeroInstance(hero2), animCount(0),
activeStack(nullptr), mouseHoveredStack(nullptr), stackToActivate(nullptr), selectedStack(nullptr), previouslyHoveredHex(-1),
currentlyHoveredHex(-1), attackingHex(-1), stackCanCastSpell(false), creatureCasting(false), spellDestSelectMode(false), spellSelMode(NO_LOCATION), spellToCast(nullptr), sp(nullptr),
siegeH(nullptr), attackerInt(att), defenderInt(defen), curInt(att), animIDhelper(0),
givenCommand(nullptr), myTurn(false), resWindow(nullptr), moveStarted(false), moveSoundHander(-1), bresult(nullptr)
{
OBJ_CONSTRUCTION;
if(!curInt)
{
//May happen when we are defending during network MP game -> attacker interface is just not present
curInt = defenderInt;
}
animsAreDisplayed.setn(false);
pos = myRect;
strongInterest = true;
givenCommand = new CondSh<BattleAction *>(nullptr);
//hot-seat -> check tactics for both players (defender may be local human)
if(attackerInt && attackerInt->cb->battleGetTacticDist())
tacticianInterface = attackerInt;
else if(defenderInt && defenderInt->cb->battleGetTacticDist())
tacticianInterface = defenderInt;
//if we found interface of player with tactics, then enter tactics mode
tacticsMode = static_cast<bool>(tacticianInterface);
//create stack queue
bool embedQueue = screen->h < 700;
queue = new CStackQueue(embedQueue, this);
if(!embedQueue)
{
if(settings["battle"]["showQueue"].Bool())
pos.y += queue->pos.h / 2; //center whole window
queue->moveTo(Point(pos.x, pos.y - queue->pos.h));
// queue->pos.x = pos.x;
// queue->pos.y = pos.y - queue->pos.h;
// pos.h += queue->pos.h;
// center();
}
queue->update();
//preparing siege info
const CGTownInstance * town = curInt->cb->battleGetDefendedTown();
if(town && town->hasFort())
{
siegeH = new SiegeHelper(town, this);
}
curInt->battleInt = this;
//initializing armies
this->army1 = army1;
this->army2 = army2;
std::vector<const CStack*> stacks = curInt->cb->battleGetAllStacks(true);
for(const CStack *s : stacks)
{
newStack(s);
}
//preparing menu background and terrain
if(siegeH)
{
background = BitmapHandler::loadBitmap( siegeH->getSiegeName(0), false );
ui8 siegeLevel = curInt->cb->battleGetSiegeLevel();
if(siegeLevel >= 2) //citadel or castle
{
//print moat/mlip
SDL_Surface * moat = BitmapHandler::loadBitmap( siegeH->getSiegeName(13) ),
* mlip = BitmapHandler::loadBitmap( siegeH->getSiegeName(14) );
auto & info = siegeH->town->town->clientInfo;
Point moatPos(info.siegePositions[13].x, info.siegePositions[13].y);
Point mlipPos(info.siegePositions[14].x, info.siegePositions[14].y);
if(moat) //eg. tower has no moat
blitAt(moat, moatPos.x,moatPos.y, background);
if(mlip) //eg. tower has no mlip
blitAt(mlip, mlipPos.x, mlipPos.y, background);
SDL_FreeSurface(moat);
SDL_FreeSurface(mlip);
}
}
else
{
auto bfieldType = (int)curInt->cb->battleGetBattlefieldType();
if(graphics->battleBacks.size() <= bfieldType || bfieldType < 0)
logGlobal->errorStream() << bfieldType << " is not valid battlefield type index!";
else if(graphics->battleBacks[bfieldType].empty())
logGlobal->errorStream() << bfieldType << " battlefield type does not have any backgrounds!";
else
{
const std::string bgName = *RandomGeneratorUtil::nextItem(graphics->battleBacks[bfieldType], CRandomGenerator::getDefault());
background = BitmapHandler::loadBitmap(bgName, false);
}
}
//preparing menu background
//graphics->blueToPlayersAdv(menu, hero1->tempOwner);
//preparing graphics for displaying amounts of creatures
amountNormal = BitmapHandler::loadBitmap("CMNUMWIN.BMP");
CSDL_Ext::alphaTransform(amountNormal);
transformPalette(amountNormal, 0.59, 0.19, 0.93);
amountPositive = BitmapHandler::loadBitmap("CMNUMWIN.BMP");
CSDL_Ext::alphaTransform(amountPositive);
transformPalette(amountPositive, 0.18, 1.00, 0.18);
amountNegative = BitmapHandler::loadBitmap("CMNUMWIN.BMP");
CSDL_Ext::alphaTransform(amountNegative);
transformPalette(amountNegative, 1.00, 0.18, 0.18);
amountEffNeutral = BitmapHandler::loadBitmap("CMNUMWIN.BMP");
CSDL_Ext::alphaTransform(amountEffNeutral);
transformPalette(amountEffNeutral, 1.00, 1.00, 0.18);
////blitting menu background and terrain
// blitAt(background, pos.x, pos.y);
// blitAt(menu, pos.x, 556 + pos.y);
//preparing buttons and console
bOptions = new CButton (Point( 3, 561), "icm003.def", CGI->generaltexth->zelp[381], std::bind(&CBattleInterface::bOptionsf,this), SDLK_o);
bSurrender = new CButton (Point( 54, 561), "icm001.def", CGI->generaltexth->zelp[379], std::bind(&CBattleInterface::bSurrenderf,this), SDLK_s);
bFlee = new CButton (Point(105, 561), "icm002.def", CGI->generaltexth->zelp[380], std::bind(&CBattleInterface::bFleef,this), SDLK_r);
bAutofight = new CButton (Point(157, 561), "icm004.def", CGI->generaltexth->zelp[382], std::bind(&CBattleInterface::bAutofightf,this), SDLK_a);
bSpell = new CButton (Point(645, 561), "icm005.def", CGI->generaltexth->zelp[385], std::bind(&CBattleInterface::bSpellf,this), SDLK_c);
bWait = new CButton (Point(696, 561), "icm006.def", CGI->generaltexth->zelp[386], std::bind(&CBattleInterface::bWaitf,this), SDLK_w);
bDefence = new CButton (Point(747, 561), "icm007.def", CGI->generaltexth->zelp[387], std::bind(&CBattleInterface::bDefencef,this), SDLK_d);
bDefence->assignedKeys.insert(SDLK_SPACE);
bConsoleUp = new CButton (Point(624, 561), "ComSlide.def", std::make_pair("", ""), std::bind(&CBattleInterface::bConsoleUpf,this), SDLK_UP);
bConsoleDown = new CButton (Point(624, 580), "ComSlide.def", std::make_pair("", ""), std::bind(&CBattleInterface::bConsoleDownf,this), SDLK_DOWN);
bConsoleDown->setImageOrder(2, 3, 4, 5);
console = new CBattleConsole();
console->pos.x += 211;
console->pos.y += 560;
console->pos.w = 406;
console->pos.h = 38;
if(tacticsMode)
{
btactNext = new CButton(Point(213, 560), "icm011.def", std::make_pair("", ""), [&]{ bTacticNextStack(nullptr);}, SDLK_SPACE);
btactEnd = new CButton(Point(419, 560), "icm012.def", std::make_pair("", ""), [&]{ bEndTacticPhase();}, SDLK_RETURN);
menu = BitmapHandler::loadBitmap("COPLACBR.BMP");
}
else
{
menu = BitmapHandler::loadBitmap("CBAR.BMP");
btactEnd = btactNext = nullptr;
}
graphics->blueToPlayersAdv(menu, curInt->playerID);
//loading hero animations
if(hero1) // attacking hero
{
std::string battleImage;
if ( hero1->sex )
battleImage = hero1->type->heroClass->imageBattleFemale;
else
battleImage = hero1->type->heroClass->imageBattleMale;
attackingHero = new CBattleHero(battleImage, false, hero1->tempOwner, hero1->tempOwner == curInt->playerID ? hero1 : nullptr, this);
attackingHero->pos = genRect(attackingHero->dh->ourImages[0].bitmap->h, attackingHero->dh->ourImages[0].bitmap->w, pos.x - 43, pos.y - 19);
}
else
{
attackingHero = nullptr;
}
if(hero2) // defending hero
{
std::string battleImage;
if ( hero2->sex )
battleImage = hero2->type->heroClass->imageBattleFemale;
else
battleImage = hero2->type->heroClass->imageBattleMale;
defendingHero = new CBattleHero(battleImage, true, hero2->tempOwner, hero2->tempOwner == curInt->playerID ? hero2 : nullptr, this);
defendingHero->pos = genRect(defendingHero->dh->ourImages[0].bitmap->h, defendingHero->dh->ourImages[0].bitmap->w, pos.x + 693, pos.y - 19);
}
else
{
defendingHero = nullptr;
}
//preparing cells and hexes
cellBorder = BitmapHandler::loadBitmap("CCELLGRD.BMP");
CSDL_Ext::alphaTransform(cellBorder);
cellShade = BitmapHandler::loadBitmap("CCELLSHD.BMP");
CSDL_Ext::alphaTransform(cellShade);
for(int h = 0; h < GameConstants::BFIELD_SIZE; ++h)
{
auto hex = new CClickableHex();
hex->myNumber = h;
hex->pos = hexPosition(h);
hex->accessible = true;
hex->myInterface = this;
bfield.push_back(hex);
}
//locking occupied positions on batlefield
for(const CStack *s : stacks) //stacks gained at top of this function
if(s->position >= 0) //turrets have position < 0
bfield[s->position]->accessible = false;
//loading projectiles for units
for(const CStack *s : stacks)
{
if(s->getCreature()->isShooting())
{
CDefHandler *&projectile = idToProjectile[s->getCreature()->idNumber];
const CCreature * creature;//creature whose shots should be loaded
if (s->getCreature()->idNumber == CreatureID::ARROW_TOWERS)
creature = CGI->creh->creatures[siegeH->town->town->clientInfo.siegeShooter];
else
creature = s->getCreature();
projectile = CDefHandler::giveDef(creature->animation.projectileImageName);
for(auto & elem : projectile->ourImages) //alpha transforming
{
CSDL_Ext::alphaTransform(elem.bitmap);
}
}
}
//preparing graphic with cell borders
cellBorders = CSDL_Ext::newSurface(background->w, background->h, cellBorder);
//copying palette
for(int g=0; g<cellBorder->format->palette->ncolors; ++g) //we assume that cellBorders->format->palette->ncolors == 256
{
cellBorders->format->palette->colors[g] = cellBorder->format->palette->colors[g];
}
//palette copied
for(int i=0; i<GameConstants::BFIELD_HEIGHT; ++i) //rows
{
for(int j=0; j<GameConstants::BFIELD_WIDTH-2; ++j) //columns
{
int x = 58 + (i%2==0 ? 22 : 0) + 44*j;
int y = 86 + 42 * i;
for(int cellX = 0; cellX < cellBorder->w; ++cellX)
{
for(int cellY = 0; cellY < cellBorder->h; ++cellY)
{
if(y+cellY < cellBorders->h && x+cellX < cellBorders->w)
* ((Uint8*)cellBorders->pixels + (y+cellY) * cellBorders->pitch + (x+cellX)) |= * ((Uint8*)cellBorder->pixels + cellY * cellBorder->pitch + cellX);
}
}
}
}
backgroundWithHexes = CSDL_Ext::newSurface(background->w, background->h, screen);
//preparing obstacle defs
auto obst = curInt->cb->battleGetAllObstacles();
for(auto & elem : obst)
{
const int ID = elem->ID;
if(elem->obstacleType == CObstacleInstance::USUAL)
{
idToObstacle[ID] = CDefHandler::giveDef(elem->getInfo().defName);
for(auto & _n : idToObstacle[ID]->ourImages)
{
CSDL_Ext::setDefaultColorKey(_n.bitmap);
}
}
else if(elem->obstacleType == CObstacleInstance::ABSOLUTE_OBSTACLE)
{
idToAbsoluteObstacle[ID] = BitmapHandler::loadBitmap(elem->getInfo().defName);
}
}
quicksand = CDefHandler::giveDef("C17SPE1.DEF");
landMine = CDefHandler::giveDef("C09SPF1.DEF");
fireWall = CDefHandler::giveDef("C07SPF61");
bigForceField[0] = CDefHandler::giveDef("C15SPE10.DEF");
bigForceField[1] = CDefHandler::giveDef("C15SPE7.DEF");
smallForceField[0] = CDefHandler::giveDef("C15SPE1.DEF");
smallForceField[1] = CDefHandler::giveDef("C15SPE4.DEF");
for(auto hex : bfield)
addChild(hex);
if(tacticsMode)
bTacticNextStack();
CCS->musich->stopMusic();
int channel = CCS->soundh->playSoundFromSet(CCS->soundh->battleIntroSounds);
auto onIntroPlayed = []()
{
if (LOCPLINT->battleInt)
CCS->musich->playMusicFromSet("battle", true);
};
CCS->soundh->setCallback(channel, onIntroPlayed);
memset(stackCountOutsideHexes, 1, GameConstants::BFIELD_SIZE * sizeof(bool)); //initialize array with trues
currentAction = INVALID;
selectedAction = INVALID;
addUsedEvents(RCLICK | MOVE | KEYBOARD);
}
CBattleInterface::~CBattleInterface()
{
curInt->battleInt = nullptr;
givenCommand->cond.notify_all(); //that two lines should make any activeStack waiting thread to finish
if (active) //dirty fix for #485
{
deactivate();
}
SDL_FreeSurface(background);
SDL_FreeSurface(menu);
SDL_FreeSurface(amountNormal);
SDL_FreeSurface(amountNegative);
SDL_FreeSurface(amountPositive);
SDL_FreeSurface(amountEffNeutral);
SDL_FreeSurface(cellBorders);
SDL_FreeSurface(backgroundWithHexes);
delete bOptions;
delete bSurrender;
delete bFlee;
delete bAutofight;
delete bSpell;
delete bWait;
delete bDefence;
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 = std::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
auto txt = boost::format(CGI->generaltexth->allTexts[340]) % heroName; //The Shackles of War are present. %s can not retreat!
//printing message
curInt->showInfoDialog(boost::to_string(txt), comps);
}
}
void CBattleInterface::reallyFlee()
{
giveCommand(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)
{
if(activeStack != nullptr)
{
if(activeStack->ID == stackID)
{
BattleAction * action = new BattleAction();
action->side = defendingHeroInstance ? (curInt->playerID == defendingHeroInstance->tempOwner) : false;
action->actionType = Battle::CANCEL;
action->stackNumber = activeStack->ID;
givenCommand->setn(action);
setActiveStack(nullptr);
}
}
delete creAnims[stackID];
creAnims.erase(stackID);
creDir.erase(stackID);
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;
}
for(auto & attackedInfo : attackedInfos)
{
if (attackedInfo.rebirth)
creAnims[attackedInfo.defender->ID]->setType(CCreatureAnim::HOLDING);
if (attackedInfo.cloneKilled)
stackRemoved(attackedInfo.defender->ID);
}
/* 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);
}
void CBattleInterface::stackAttacking( const CStack * attacker, BattleHex dest, const CStack * attacked, bool shooting )
{
if (shooting)
{
addNewAnim(new CShootingAnimation(this, attacker, dest, attacked));
}
else
{
addNewAnim(new CMeleeAttackAnimation(this, attacker, dest, attacked));
}
//waitForAnims();
}
void CBattleInterface::newRoundFirst( int round )
{
waitForAnims();
}
void CBattleInterface::newRound(int number)
{
console->addText(CGI->generaltexth->allTexts[412]);
}
void CBattleInterface::giveCommand(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)
{
if(ca.attacker != -1)
{
const CStack * stack = curInt->cb->battleGetStackByID(ca.attacker);
for(auto attackInfo : ca.attackedParts)
{
addNewAnim(new CShootingAnimation(this, stack, attackInfo.destinationTile, nullptr, true, attackInfo.damageDealt));
}
}
else
{
//no attacker stack, assume spell-related (earthquake) - only hit animation
for(auto attackInfo : ca.attackedParts)
{
Point destPos = CClickableHex::getXYUnitAnim(attackInfo.destinationTile, nullptr, this) + Point(99, 120);
addNewAnim(new CSpellEffectAnimation(this, "SGEXPL.DEF", destPos.x, destPos.y));
}
}
waitForAnims();
for(auto attackInfo : ca.attackedParts)
{
int wallId = attackInfo.attackedPart + 2;
//gate state changing handled separately
if(wallId == SiegeHelper::GATE)
continue;
SDL_FreeSurface(siegeH->walls[wallId]);
siegeH->walls[wallId] = BitmapHandler::loadBitmap(
siegeH->getSiegeName(wallId, curInt->cb->battleGetWallState(attackInfo.attackedPart)));
}
}
void CBattleInterface::battleFinished(const BattleResult& br)
{
bresult = &br;
{
auto unlockPim = vstd::makeUnlockGuard(*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 SpellID spellID(sc->id);
const CSpell & spell = * spellID.toSpell();
const std::string & castSoundPath = spell.getCastSound();
if(!castSoundPath.empty())
CCS->soundh->playSound(castSoundPath);
Point srccoord = (sc->side ? Point(770, 60) : Point(30, 60)) + pos; //hero position by default
{
const auto casterStackID = sc->casterStack;
if(casterStackID > 0)
{
const CStack * casterStack = curInt->cb->battleGetStackByID(casterStackID);
if(casterStack != nullptr)
{
srccoord = CClickableHex::getXYUnitAnim(casterStack->position, casterStack, this);
srccoord.x += 250;
srccoord.y += 240;
}
}
}
//todo: play custom cast animation
displaySpellCast(spellID, BattleHex::INVALID, false);
//playing projectile animation
if(sc->tile.isValid())
{
Point destcoord = CClickableHex::getXYUnitAnim(sc->tile, curInt->cb->battleGetStackByPos(sc->tile), this); //position attacked by projectile
destcoord.x += 250; destcoord.y += 240;
//animation angle
double angle = atan2(static_cast<double>(destcoord.x - srccoord.x), static_cast<double>(destcoord.y - srccoord.y));
bool Vflip = (angle < 0);
if(Vflip)
angle = -angle;
std::string animToDisplay = spell.animationInfo.selectProjectile(angle);
if(!animToDisplay.empty())
{
//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));
}
}
waitForAnims();
displaySpellHit(spellID, sc->tile);
//queuing affect animation
for(auto & elem : sc->affectedCres)
{
BattleHex position = curInt->cb->battleGetStackByID(elem, false)->position;
displaySpellEffect(spellID, position);
}
//queuing additional animation
for(auto & elem : sc->customEffects)
{
BattleHex position = curInt->cb->battleGetStackByID(elem.stack, false)->position;
displayEffect(elem.effect, position);
}
//displaying message in console
std::vector<std::string> logLines;
spell.prepareBattleLog(curInt->cb.get(), sc, logLines);
for(auto line : logLines)
console->addText(line);
waitForAnims();
//mana absorption
if(sc->manaGained > 0)
{
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)
{
if (sse.effect.back().sid == -1 && 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
BonusList defenseBonuses = *(stack->getBonuses(Selector::typeSubtype(Bonus::PRIMARY_SKILL, PrimarySkill::DEFENSE)));
defenseBonuses.remove_if(Bonus::UntilGetsTurn); //remove bonuses gained from defensive stance
int val = stack->Defense() - defenseBonuses.totalValue();
auto txt = boost::format (CGI->generaltexth->allTexts[txtid]) % ((stack->count != 1) ? stack->getCreature()->namePl : stack->getCreature()->nameSing) % val;
console->addText(boost::to_string(txt));
}
}
if (activeStack != nullptr) //it can be -1 when a creature casts effect
{
redrawBackgroundWithHexes(activeStack);
}
}
void CBattleInterface::castThisSpell(SpellID 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;
creatureCasting = false;
//choosing possible tragets
const CGHeroInstance * castingHero = (attackingHeroInstance->tempOwner == curInt->playerID) ? attackingHeroInstance : defendingHeroInstance;
assert(castingHero); // code below assumes non-null hero
sp = spellID.toSpell();
spellSelMode = ANY_LOCATION;
const CSpell::TargetInfo ti(sp, castingHero->getSpellSchoolLevel(sp));
if(ti.massive || ti.type == CSpell::NO_TARGET)
spellSelMode = NO_LOCATION;
else if(ti.type == CSpell::LOCATION && ti.clearAffected)
{
spellSelMode = FREE_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;
}
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)
{
//todo: recheck areaEffect usage
addNewAnim(new CSpellEffectAnimation(this, effect, destTile, 0, 0, false));
}
void CBattleInterface::displaySpellAnimation(const CSpell::TAnimation & animation, BattleHex destinationTile, bool areaEffect)
{
if(animation.pause > 0)
{
addNewAnim(new CDummyAnimation(this, animation.pause));
}
else
{
addNewAnim(new CSpellEffectAnimation(this, animation.resourceName, destinationTile, false, animation.verticalPosition == VerticalPosition::BOTTOM));
}
}
void CBattleInterface::displaySpellCast(SpellID spellID, BattleHex destinationTile, bool areaEffect)
{
const CSpell * spell = spellID.toSpell();
if(spell == nullptr)
return;
for(const CSpell::TAnimation & animation : spell->animationInfo.cast)
{
displaySpellAnimation(animation, destinationTile, areaEffect);
}
}
void CBattleInterface::displaySpellEffect(SpellID spellID, BattleHex destinationTile, bool areaEffect)
{
const CSpell * spell = spellID.toSpell();
if(spell == nullptr)
return;
for(const CSpell::TAnimation & animation : spell->animationInfo.affect)
{
displaySpellAnimation(animation, destinationTile, areaEffect);
}
}
void CBattleInterface::displaySpellHit(SpellID spellID, BattleHex destinationTile, bool areaEffect)
{
const CSpell * spell = spellID.toSpell();
if(spell == nullptr)
return;
for(const CSpell::TAnimation & animation : spell->animationInfo.hit)
{
displaySpellAnimation(animation, destinationTile, 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);
vstd::clear_pointer(spellToCast);
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.push_back(MOVE_TACTICS);
possibleActions.push_back(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 )
{
std::string formattedText;
if (attacker) //ignore if stacks were killed by spell
{
boost::format txt = boost::format (CGI->generaltexth->allTexts[attacker->count > 1 ? 377 : 376]) %
(attacker->count > 1 ? attacker->getCreature()->namePl : attacker->getCreature()->nameSing) % dmg;
formattedText.append(boost::to_string(txt));
}
if(killed > 0)
{
if (attacker)
formattedText.append(" ");
boost::format txt;
if(killed > 1)
{
txt = boost::format (CGI->generaltexth->allTexts[379]) % killed % (multiple ? CGI->generaltexth->allTexts[43] : defender->getCreature()->namePl); // creatures perish
}
else //killed == 1
{
txt = boost::format (CGI->generaltexth->allTexts[378]) % (multiple ? CGI->generaltexth->allTexts[42] : defender->getCreature()->nameSing); // creature perishes
}
std::string trimmed = boost::to_string(txt);
boost::algorithm::trim(trimmed); // these default h3 texts have unnecessary new lines, so get rid of them before displaying
formattedText.append(trimmed);
}
console->addText(formattedText);
}
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);
vstd::erase_if(stacksOfMine, &immobile);
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 (curInt->cb->battleCanAttack(sactive, shere, myNumber))
{
if (isTileAttackable(myNumber)) // move isTileAttackable to be part of battleCanAttack?
{
setBattleCursor(myNumber); // temporary - needed for following function :(
BattleHex attackFromHex = fromWhichHexAttack(myNumber);
if (attackFromHex >= 0) //we can be in this line when unreachable creature is L - clicked (as of revision 1308)
legalAction = true;
}
}
}
break;
case 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 ANY_CREATURE:
if (shere && shere->alive() && isCastingPossibleHere (sactive, shere, myNumber))
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->getEffectLevel(SpellID(SpellID::TELEPORT).toSpell());
else
skill = getActiveHero()->getEffectLevel(SpellID(SpellID::TELEPORT).toSpell());
//TODO: explicitely save power, skill
if (curInt->cb->battleCanTeleportTo(selectedStack, myNumber, skill))
legalAction = true;
else
notLegal = true;
}
break;
case 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, true) || !!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 (they 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:
case ANY_CREATURE:
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(new CStackWindow(shere, false)); };
break;
}
}
}
else //no possible valid action, display message
{
switch (illegalAction)
{
case ANY_CREATURE:
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)
{
const ISpellCaster * caster = creatureCasting ? dynamic_cast<const ISpellCaster *>(sactive) : dynamic_cast<const ISpellCaster *>(curInt->cb->battleGetMyHero());
if(caster == nullptr)
{
isCastingPossible = false;//just in case
}
else
{
const ECastingMode::ECastingMode mode = creatureCasting ? ECastingMode::CREATURE_ACTIVE_CASTING : ECastingMode::HERO_CASTING;
isCastingPossible = (curInt->cb->battleCanCastThisSpellHere(caster, sp, mode, myNumber) == ESpellCastProblem::OK);
}
}
else
isCastingPossible = false;
if(!myNumber.isAvailable() && !shere) //empty tile outside battlefield (or in the unavailable border column)
isCastingPossible = false;
return isCastingPossible;
}
BattleHex CBattleInterface::fromWhichHexAttack(BattleHex myNumber)
{
//TODO far too much repeating code
BattleHex destHex = -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);
}
void CBattleInterface::gateStateChanged(const EGateState state)
{
auto oldState = curInt->cb->battleGetGateState();
bool playSound = false;
int stateId = EWallState::NONE;
switch(state)
{
case EGateState::CLOSED:
if(oldState != EGateState::BLOCKED)
playSound = true;
break;
case EGateState::BLOCKED:
if(oldState != EGateState::CLOSED)
playSound = true;
break;
case EGateState::OPENED:
playSound = true;
stateId = EWallState::DAMAGED;
break;
case EGateState::DESTROYED:
stateId = EWallState::DESTROYED;
break;
}
SDL_FreeSurface(siegeH->walls[9]);
siegeH->walls[9] = nullptr;
if(stateId != EWallState::NONE)
siegeH->walls[9] = BitmapHandler::loadBitmap(siegeH->getSiegeName(9, stateId));
if(playSound)
CCS->soundh->playSound(soundBase::DRAWBRG);
}
const CGHeroInstance * CBattleInterface::currentHero() const
{
if(attackingHeroInstance->tempOwner == curInt->playerID)
return attackingHeroInstance;
else
return defendingHeroInstance;
}
InfoAboutHero CBattleInterface::enemyHero() const
{
InfoAboutHero ret;
if(attackingHeroInstance->tempOwner == curInt->playerID)
curInt->cb->getHeroInfo(defendingHeroInstance, ret);
else
curInt->cb->getHeroInfo(attackingHeroInstance, ret);
return ret;
}
void CBattleInterface::requestAutofightingAIToTakeAction()
{
assert(curInt->isAutoFightOn);
boost::thread aiThread([&]
{
auto ba = 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)
{
//gate have no displayed bitmap when drawbridge is raised
if(g == SiegeHelper::GATE)
walls[g] = nullptr;
else
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 SiegeHelper::BACKGROUND:
return prefix + "BACK.BMP";
case SiegeHelper::BACKGROUND_WALL:
{
switch(town->town->faction->index)
{
case ETownType::RAMPART:
case ETownType::NECROPOLIS:
case ETownType::DUNGEON:
case ETownType::STRONGHOLD:
return prefix + "TPW1.BMP";
default:
return prefix + "TPWL.BMP";
}
}
case SiegeHelper::KEEP:
return prefix + "MAN" + addit + ".BMP";
case SiegeHelper::BOTTOM_TOWER:
return prefix + "TW1" + addit + ".BMP";
case SiegeHelper::BOTTOM_WALL:
return prefix + "WA1" + addit + ".BMP";
case SiegeHelper::WALL_BELLOW_GATE:
return prefix + "WA3" + addit + ".BMP";
case SiegeHelper::WALL_OVER_GATE:
return prefix + "WA4" + addit + ".BMP";
case SiegeHelper::UPPER_WALL:
return prefix + "WA6" + addit + ".BMP";
case SiegeHelper::UPPER_TOWER:
return prefix + "TW2" + addit + ".BMP";
case SiegeHelper::GATE:
return prefix + "DRW" + addit + ".BMP";
case SiegeHelper::GATE_ARCH:
return prefix + "ARCH.BMP";
case SiegeHelper::BOTTOM_STATIC_WALL:
return prefix + "WA2.BMP";
case SiegeHelper::UPPER_STATIC_WALL:
return prefix + "WA5.BMP";
case SiegeHelper::MOAT:
return prefix + "MOAT.BMP";
case SiegeHelper::BACKGROUND_MOAT:
return prefix + "MLIP.BMP";
case SiegeHelper::KEEP_BATTLEMENT:
return prefix + "MANC.BMP";
case SiegeHelper::BOTTOM_BATTLEMENT:
return prefix + "TW1C.BMP";
case SiegeHelper::UPPER_BATTLEMENT:
return prefix + "TW2C.BMP";
default:
return "";
}
}
void CBattleInterface::SiegeHelper::printPartOfWall(SDL_Surface * to, int what)
{
Point pos = Point(-1, -1);
auto & ci = owner->siegeH->town->town->clientInfo;
if (vstd::iswithin(what, 1, 17))
{
pos.x = ci.siegePositions[what].x + owner->pos.x;
pos.y = ci.siegePositions[what].y + owner->pos.y;
}
if (town->town->faction->index == ETownType::TOWER
&& (what == SiegeHelper::MOAT || what == SiegeHelper::BACKGROUND_MOAT))
return; // no moat in Tower. TODO: remove hardcode somehow?
if(pos.x != -1)
{
if(walls[what])
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, SiegeHelper::BACKGROUND_MOAT);
}
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<std::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(SiegeHelper::BACKGROUND_WALL);
sorted.hex[135].walls.push_back(SiegeHelper::KEEP);
sorted.afterAll.walls.push_back(SiegeHelper::BOTTOM_TOWER);
sorted.hex[182].walls.push_back(SiegeHelper::BOTTOM_WALL);
sorted.hex[130].walls.push_back(SiegeHelper::WALL_BELLOW_GATE);
sorted.hex[62].walls.push_back(SiegeHelper::WALL_OVER_GATE);
sorted.hex[12].walls.push_back(SiegeHelper::UPPER_WALL);
sorted.beforeAll.walls.push_back(SiegeHelper::UPPER_TOWER);
sorted.hex[94].walls.push_back(SiegeHelper::GATE);
sorted.hex[112].walls.push_back(SiegeHelper::GATE_ARCH);
sorted.hex[165].walls.push_back(SiegeHelper::BOTTOM_STATIC_WALL);
sorted.hex[45].walls.push_back(SiegeHelper::UPPER_STATIC_WALL);
if (siegeH && siegeH->town->hasBuilt(BuildingID::CITADEL))
{
sorted.beforeAll.walls.push_back(SiegeHelper::MOAT);
//sorted.beforeAll.walls.push_back(SiegeHelper::BACKGROUND_MOAT); // blit as absolute obstacle
sorted.hex[135].walls.push_back(SiegeHelper::KEEP_BATTLEMENT);
}
if (siegeH && siegeH->town->hasBuilt(BuildingID::CASTLE))
{
sorted.afterAll.walls.push_back(SiegeHelper::BOTTOM_BATTLEMENT);
sorted.beforeAll.walls.push_back(SiegeHelper::UPPER_BATTLEMENT);
}
}
return sorted;
}
void CBattleInterface::updateBattleAnimations()
{
//handle animations
for(auto & elem : pendingAnims)
{
if(!elem.first) //this animation should be deleted
continue;
if(!elem.second)
{
elem.second = elem.first->init();
}
if(elem.second && elem.first)
elem.first->nextFrame();
}
//delete anims
int preSize = 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);
}
}
}
}