/* * CBattleStacksController.cpp, part of VCMI engine * * Authors: listed in file AUTHORS in main folder * * License: GNU General Public License v2.0 or later * Full text of license available in license.txt file, in main folder * */ #include "StdInc.h" #include "CBattleStacksController.h" #include "CBattleSiegeController.h" #include "CBattleInterfaceClasses.h" #include "CBattleInterface.h" #include "CBattleAnimations.h" #include "CBattleFieldController.h" #include "CBattleEffectsController.h" #include "CBattleProjectileController.h" #include "CBattleControlPanel.h" #include "CBattleRenderer.h" #include "CCreatureAnimation.h" #include "../CPlayerInterface.h" #include "../CMusicHandler.h" #include "../CGameInfo.h" #include "../gui/CAnimation.h" #include "../gui/CGuiHandler.h" #include "../gui/CCanvas.h" #include "../../CCallback.h" #include "../../lib/battle/BattleHex.h" #include "../../lib/CGameState.h" #include "../../lib/CStack.h" #include "../../lib/CondSh.h" static void onAnimationFinished(const CStack *stack, std::weak_ptr anim) { std::shared_ptr animation = anim.lock(); if(!animation) return; if (animation->isIdle()) { const CCreature *creature = stack->getCreature(); if (animation->framesInGroup(CCreatureAnim::MOUSEON) > 0) { if (CRandomGenerator::getDefault().nextDouble(99.0) < creature->animation.timeBetweenFidgets *10) animation->playOnce(CCreatureAnim::MOUSEON); else animation->setType(CCreatureAnim::HOLDING); } else { animation->setType(CCreatureAnim::HOLDING); } } // always reset callback animation->onAnimationReset += std::bind(&onAnimationFinished, stack, anim); } BattleStacksController::BattleStacksController(BattleInterface * owner): owner(owner), activeStack(nullptr), mouseHoveredStack(nullptr), stackToActivate(nullptr), selectedStack(nullptr), stackCanCastSpell(false), creatureSpellToCast(uint32_t(-1)), animIDhelper(0) { //preparing graphics for displaying amounts of creatures amountNormal = IImage::createFromFile("CMNUMWIN.BMP"); amountPositive = IImage::createFromFile("CMNUMWIN.BMP"); amountNegative = IImage::createFromFile("CMNUMWIN.BMP"); amountEffNeutral = IImage::createFromFile("CMNUMWIN.BMP"); ColorShifterAddMulExcept shifterNormal ({0,0,0,0}, {150, 50, 255, 255}, {255, 231, 132, 255}); ColorShifterAddMulExcept shifterPositive({0,0,0,0}, { 50, 255, 50, 255}, {255, 231, 132, 255}); ColorShifterAddMulExcept shifterNegative({0,0,0,0}, {255, 50, 50, 255}, {255, 231, 132, 255}); ColorShifterAddMulExcept shifterNeutral ({0,0,0,0}, {255, 255, 50, 255}, {255, 231, 132, 255}); amountNormal->adjustPalette(&shifterNormal); amountPositive->adjustPalette(&shifterPositive); amountNegative->adjustPalette(&shifterNegative); amountEffNeutral->adjustPalette(&shifterNeutral); std::vector stacks = owner->curInt->cb->battleGetAllStacks(true); for(const CStack * s : stacks) { stackAdded(s); } } BattleHex BattleStacksController::getStackCurrentPosition(const CStack * stack) { if ( !stackAnimation[stack->ID]->isMoving()) return stack->getPosition(); if (stack->hasBonusOfType(Bonus::FLYING)) return BattleHex::HEX_AFTER_ALL; for (auto & anim : currentAnimations) { // 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 (CStackMoveAnimation *move = dynamic_cast(anim)) { if (move->stack == stack) return move->currentHex; } } return stack->getPosition(); } void BattleStacksController::collectRenderableObjects(BattleRenderer & renderer) { auto stacks = owner->curInt->cb->battleGetAllStacks(false); for (auto stack : stacks) { if (stackAnimation.find(stack->ID) == stackAnimation.end()) //e.g. for summoned but not yet handled stacks continue; //FIXME: hack to ignore ghost stacks if ((stackAnimation[stack->ID]->getType() == CCreatureAnim::DEAD || stackAnimation[stack->ID]->getType() == CCreatureAnim::HOLDING) && stack->isGhost()) continue; auto layer = stackAnimation[stack->ID]->isDead() ? EBattleFieldLayer::CORPSES : EBattleFieldLayer::STACKS; auto location = getStackCurrentPosition(stack); renderer.insert(layer, location, [this, stack]( BattleRenderer::RendererPtr renderer ){ showStack(renderer, stack); }); if (stackNeedsAmountBox(stack)) { renderer.insert(EBattleFieldLayer::STACK_AMOUNTS, location, [this, stack]( BattleRenderer::RendererPtr renderer ){ showStackAmountBox(renderer, stack); }); } } } void BattleStacksController::stackReset(const CStack * stack) { auto iter = stackAnimation.find(stack->ID); if(iter == stackAnimation.end()) { logGlobal->error("Unit %d have no animation", stack->ID); return; } auto animation = iter->second; if(stack->alive() && animation->isDeadOrDying()) animation->setType(CCreatureAnim::HOLDING); if (stack->isClone()) { auto shifter = ColorShifterAddMul::deepBlue(); animation->shiftColor(&shifter); } //TODO: handle more cases } void BattleStacksController::stackAdded(const CStack * stack) { stackFacingRight[stack->ID] = stack->side == BattleSide::ATTACKER; // must be set before getting stack position Point coords = getStackPositionAtHex(stack->getPosition(), stack); if(stack->initialPosition < 0) //turret { assert(owner->siegeController); const CCreature *turretCreature = owner->siegeController->getTurretCreature(); stackAnimation[stack->ID] = AnimationControls::getAnimation(turretCreature); stackAnimation[stack->ID]->pos.h = 235; coords = owner->siegeController->getTurretCreaturePosition(stack->initialPosition); } else { stackAnimation[stack->ID] = AnimationControls::getAnimation(stack->getCreature()); stackAnimation[stack->ID]->onAnimationReset += std::bind(&onAnimationFinished, stack, stackAnimation[stack->ID]); stackAnimation[stack->ID]->pos.h = stackAnimation[stack->ID]->getHeight(); } stackAnimation[stack->ID]->pos.x = coords.x; stackAnimation[stack->ID]->pos.y = coords.y; stackAnimation[stack->ID]->pos.w = stackAnimation[stack->ID]->getWidth(); stackAnimation[stack->ID]->setType(CCreatureAnim::HOLDING); } void BattleStacksController::setActiveStack(const CStack *stack) { if (activeStack) // update UI stackAnimation[activeStack->ID]->setBorderColor(AnimationControls::getNoBorder()); activeStack = stack; if (activeStack) // update UI stackAnimation[activeStack->ID]->setBorderColor(AnimationControls::getGoldBorder()); owner->controlPanel->blockUI(activeStack == nullptr); } void BattleStacksController::setHoveredStack(const CStack *stack) { if ( stack == mouseHoveredStack ) return; if (mouseHoveredStack) stackAnimation[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) { stackAnimation[mouseHoveredStack->ID]->setBorderColor(AnimationControls::getBlueBorder()); if (stackAnimation[mouseHoveredStack->ID]->framesInGroup(CCreatureAnim::MOUSEON) > 0) stackAnimation[mouseHoveredStack->ID]->playOnce(CCreatureAnim::MOUSEON); } } else mouseHoveredStack = nullptr; } bool BattleStacksController::stackNeedsAmountBox(const CStack * stack) { BattleHex currentActionTarget; if(owner->curInt->curAction) { auto target = owner->curInt->curAction->getTarget(owner->curInt->cb.get()); if(!target.empty()) currentActionTarget = target.at(0).hexValue; } if(stack->hasBonusOfType(Bonus::SIEGE_WEAPON) && stack->getCount() == 1) //do not show box for singular war machines, stacked war machines with box shown are supported as extension feature return false; if (!owner->battleActionsStarted) // do not perform any further checks since they are related to actions that will only occur after intro music return true; if(!stack->alive()) return false; if(stack->getCount() == 0) //hide box when target is going to die anyway - do not display "0 creatures" return false; for(auto anim : currentAnimations) //no matter what other conditions below are, hide box when creature is playing hit animation { auto hitAnimation = dynamic_cast(anim); if(hitAnimation && (hitAnimation->stack->ID == stack->ID)) return false; } if(owner->curInt->curAction) { if(owner->curInt->curAction->stackNumber == stack->ID) //stack is currently taking action (is not a target of another creature's action etc) { if(owner->curInt->curAction->actionType == EActionType::WALK || owner->curInt->curAction->actionType == EActionType::SHOOT) //hide when stack walks or shoots return false; else if(owner->curInt->curAction->actionType == EActionType::WALK_AND_ATTACK && currentActionTarget != stack->getPosition()) //when attacking, hide until walk phase finished return false; } if(owner->curInt->curAction->actionType == EActionType::SHOOT && currentActionTarget == stack->getPosition()) //hide if we are ranged attack target return false; } return true; } std::shared_ptr BattleStacksController::getStackAmountBox(const CStack * stack) { std::vector activeSpells = stack->activeSpells(); if ( activeSpells.empty()) return amountNormal; int effectsPositivness = 0; for ( auto const & spellID : activeSpells) effectsPositivness += CGI->spellh->objects.at(spellID)->positiveness; if (effectsPositivness > 0) return amountPositive; if (effectsPositivness < 0) return amountNegative; return amountEffNeutral; } void BattleStacksController::showStackAmountBox(std::shared_ptr canvas, const CStack * stack) { //blitting amount background box auto amountBG = getStackAmountBox(stack); const int sideShift = stack->side == BattleSide::ATTACKER ? 1 : -1; const int reverseSideShift = stack->side == BattleSide::ATTACKER ? -1 : 1; const BattleHex nextPos = stack->getPosition() + sideShift; const bool edge = stack->getPosition() % GameConstants::BFIELD_WIDTH == (stack->side == BattleSide::ATTACKER ? GameConstants::BFIELD_WIDTH - 2 : 1); const bool moveInside = !edge && !owner->fieldController->stackCountOutsideHex(nextPos); int xAdd = (stack->side == BattleSide::ATTACKER ? 220 : 202) + (stack->doubleWide() ? 44 : 0) * sideShift + (moveInside ? amountBG->width() + 10 : 0) * reverseSideShift; int yAdd = 260 + ((stack->side == BattleSide::ATTACKER || moveInside) ? 0 : -15); canvas->draw(amountBG, stackAnimation[stack->ID]->pos.topLeft() + Point(xAdd, yAdd)); //blitting amount Point textPos = stackAnimation[stack->ID]->pos.topLeft() + amountBG->dimensions()/2 + Point(xAdd, yAdd); canvas->drawText(textPos, EFonts::FONT_TINY, Colors::WHITE, ETextAlignment::CENTER, makeNumberShort(stack->getCount())); } void BattleStacksController::showStack(std::shared_ptr canvas, const CStack * stack) { stackAnimation[stack->ID]->nextFrame(canvas, facingRight(stack)); // do actual blit stackAnimation[stack->ID]->incrementFrame(float(GH.mainFPSmng->getElapsedMilliseconds()) / 1000); } void BattleStacksController::updateBattleAnimations() { for (auto & elem : currentAnimations) { if (!elem) continue; if (elem->isInitialized()) elem->nextFrame(); else elem->tryInitialize(); } bool hadAnimations = !currentAnimations.empty(); for (auto it = currentAnimations.begin(); it != currentAnimations.end();) { if (*it == nullptr) it = currentAnimations.erase(it); else ++it; } if (hadAnimations && currentAnimations.empty()) { //anims ended owner->controlPanel->blockUI(activeStack == nullptr); owner->animsAreDisplayed.setn(false); } } void BattleStacksController::addNewAnim(CBattleAnimation *anim) { currentAnimations.push_back(anim); owner->animsAreDisplayed.setn(true); } void BattleStacksController::stackActivated(const CStack *stack) //TODO: check it all before game state is changed due to abilities { stackToActivate = stack; owner->waitForAnims(); if (stackToActivate) //during waiting stack may have gotten activated through show owner->activateStack(); } void BattleStacksController::stackRemoved(uint32_t stackID) { if (getActiveStack() != nullptr) { if (getActiveStack()->ID == stackID) { BattleAction *action = new BattleAction(); action->side = owner->defendingHeroInstance ? (owner->curInt->playerID == owner->defendingHeroInstance->tempOwner) : false; action->actionType = EActionType::CANCEL; action->stackNumber = getActiveStack()->ID; owner->givenCommand.setn(action); setActiveStack(nullptr); } } //todo: ensure that ghost stack animation has fadeout effect } void BattleStacksController::stacksAreAttacked(std::vector attackedInfos) { for(auto & attackedInfo : attackedInfos) { //if (!attackedInfo.cloneKilled) //FIXME: play dead animation for cloned creature before it vanishes addNewAnim(new CDefenceAnimation(attackedInfo, owner)); if(attackedInfo.rebirth) { owner->effectsController->displayEffect(EBattleEffect::RESURRECT, soundBase::RESURECT, attackedInfo.defender->getPosition()); //TODO: play reverse death animation } } owner->waitForAnims(); for (auto & attackedInfo : attackedInfos) { if (attackedInfo.rebirth) stackAnimation[attackedInfo.defender->ID]->setType(CCreatureAnim::HOLDING); if (attackedInfo.cloneKilled) stackRemoved(attackedInfo.defender->ID); } } void BattleStacksController::stackMoved(const CStack *stack, std::vector destHex, int distance) { addNewAnim(new CMovementAnimation(owner, stack, destHex, distance)); owner->waitForAnims(); } void BattleStacksController::stackAttacking( const CStack *attacker, BattleHex dest, const CStack *attacked, bool shooting ) { if (shooting) { addNewAnim(new CShootingAnimation(owner, attacker, dest, attacked)); } else { addNewAnim(new CMeleeAttackAnimation(owner, attacker, dest, attacked)); } //waitForAnims(); } bool BattleStacksController::shouldRotate(const CStack * stack, const BattleHex & oldPos, const BattleHex & nextHex) { Point begPosition = getStackPositionAtHex(oldPos,stack); Point endPosition = getStackPositionAtHex(nextHex, stack); if((begPosition.x > endPosition.x) && facingRight(stack)) return true; else if((begPosition.x < endPosition.x) && !facingRight(stack)) return true; return false; } void BattleStacksController::endAction(const BattleAction* action) { //check if we should reverse stacks //for some strange reason, it's not enough TStacks stacks = owner->curInt->cb->battleGetStacks(CBattleCallback::MINE_AND_ENEMY); for (const CStack *s : stacks) { bool shouldFaceRight = s && s->side == BattleSide::ATTACKER; if (s && facingRight(s) != shouldFaceRight && s->alive() && stackAnimation[s->ID]->isIdle()) { addNewAnim(new CReverseAnimation(owner, s, s->getPosition(), false)); } } } void BattleStacksController::startAction(const BattleAction* action) { const CStack *stack = owner->curInt->cb->battleGetStackByID(action->stackNumber); setHoveredStack(nullptr); auto actionTarget = action->getTarget(owner->curInt->cb.get()); if(action->actionType == EActionType::WALK || (action->actionType == EActionType::WALK_AND_ATTACK && actionTarget.at(0).hexValue != stack->getPosition())) { assert(stack); owner->moveStarted = true; if (stackAnimation[action->stackNumber]->framesInGroup(CCreatureAnim::MOVE_START)) addNewAnim(new CMovementStartAnimation(owner, stack)); //if(shouldRotate(stack, stack->getPosition(), actionTarget.at(0).hexValue)) // addNewAnim(new CReverseAnimation(owner, stack, stack->getPosition(), true)); } } void BattleStacksController::activateStack() { if ( !currentAnimations.empty()) return; if ( !stackToActivate) return; owner->trySetActivePlayer(stackToActivate->owner); setActiveStack(stackToActivate); stackToActivate = nullptr; const CStack * s = getActiveStack(); if(!s) return; //set casting flag to true if creature can use it to not check it every time const auto spellcaster = s->getBonusLocalFirst(Selector::type()(Bonus::SPELLCASTER)); const auto randomSpellcaster = s->getBonusLocalFirst(Selector::type()(Bonus::RANDOM_SPELLCASTER)); if(s->canCast() && (spellcaster || randomSpellcaster)) { stackCanCastSpell = true; if(randomSpellcaster) creatureSpellToCast = -1; //spell will be set later on cast else creatureSpellToCast = owner->curInt->cb->battleGetRandomStackSpell(CRandomGenerator::getDefault(), s, CBattleInfoCallback::RANDOM_AIMED); //faerie dragon can cast only one spell until their next move //TODO: what if creature can cast BOTH random genie spell and aimed spell? //TODO: faerie dragon type spell should be selected by server } else { stackCanCastSpell = false; creatureSpellToCast = -1; } } void BattleStacksController::setSelectedStack(const CStack *stack) { selectedStack = stack; } const CStack* BattleStacksController::getSelectedStack() { return selectedStack; } const CStack* BattleStacksController::getActiveStack() { return activeStack; } bool BattleStacksController::facingRight(const CStack * stack) { return stackFacingRight[stack->ID]; } bool BattleStacksController::activeStackSpellcaster() { return stackCanCastSpell; } SpellID BattleStacksController::activeStackSpellToCast() { if (!stackCanCastSpell) return SpellID::NONE; return SpellID(creatureSpellToCast); } Point BattleStacksController::getStackPositionAtHex(BattleHex hexNum, const CStack * stack) { Point ret(-500, -500); //returned value if(stack && stack->initialPosition < 0) //creatures in turrets return owner->siegeController->getTurretCreaturePosition(stack->initialPosition); static const Point basePos(-190, -139); // position of creature in topleft corner static const int imageShiftX = 30; // X offset to base pos for facing right stacks, negative for facing left ret.x = basePos.x + 22 * ( (hexNum.getY() + 1)%2 ) + 44 * hexNum.getX(); ret.y = basePos.y + 42 * hexNum.getY(); if (stack) { if(facingRight(stack)) ret.x += imageShiftX; else ret.x -= imageShiftX; //shifting position for double - hex creatures if(stack->doubleWide()) { if(stack->side == BattleSide::ATTACKER) { if(facingRight(stack)) ret.x -= 44; } else { if(!facingRight(stack)) ret.x += 44; } } } //returning return ret + owner->pos.topLeft(); }