/* * BattleStacksController.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 "BattleStacksController.h" #include "BattleSiegeController.h" #include "BattleInterfaceClasses.h" #include "BattleInterface.h" #include "BattleAnimationClasses.h" #include "BattleFieldController.h" #include "BattleEffectsController.h" #include "BattleProjectileController.h" #include "BattleControlPanel.h" #include "BattleRenderer.h" #include "CreatureAnimation.h" #include "../CPlayerInterface.h" #include "../CMusicHandler.h" #include "../CGameInfo.h" #include "../gui/CAnimation.h" #include "../gui/CGuiHandler.h" #include "../gui/Canvas.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 (!stack->isFrozen() && animation->getType() == ECreatureAnimType::FROZEN) animation->setType(ECreatureAnimType::HOLDING); if (animation->isIdle()) { if (stack->isFrozen()) animation->setType(ECreatureAnimType::FROZEN); const CCreature *creature = stack->getCreature(); if (animation->framesInGroup(ECreatureAnimType::MOUSEON) > 0) { if (CRandomGenerator::getDefault().nextDouble(99.0) < creature->animation.timeBetweenFidgets *10) animation->playOnce(ECreatureAnimType::MOUSEON); else animation->setType(ECreatureAnimType::HOLDING); } else { animation->setType(ECreatureAnimType::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"); static const auto shifterNormal = ColorFilter::genRangeShifter( 0,0,0, 0.6, 0.2, 1.0 ); static const auto shifterPositive = ColorFilter::genRangeShifter( 0,0,0, 0.2, 1.0, 0.2 ); static const auto shifterNegative = ColorFilter::genRangeShifter( 0,0,0, 1.0, 0.2, 0.2 ); static const auto shifterNeutral = ColorFilter::genRangeShifter( 0,0,0, 1.0, 1.0, 0.2 ); amountNormal->adjustPalette(shifterNormal); amountPositive->adjustPalette(shifterPositive); amountNegative->adjustPalette(shifterNegative); amountEffNeutral->adjustPalette(shifterNeutral); //Restore border color {255, 231, 132, 255} to its original state amountNormal->resetPalette(26); amountPositive->resetPalette(26); amountNegative->resetPalette(26); amountEffNeutral->resetPalette(26); std::vector stacks = owner.curInt->cb->battleGetAllStacks(true); for(const CStack * s : stacks) { stackAdded(s, true); } } BattleHex BattleStacksController::getStackCurrentPosition(const CStack * stack) const { if ( !stackAnimation.at(stack->ID)->isMoving()) return stack->getPosition(); if (stack->hasBonusOfType(Bonus::FLYING) && stackAnimation.at(stack->ID)->getType() == ECreatureAnimType::MOVING ) 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 (StackMoveAnimation *move = dynamic_cast(anim)) { if (move->stack == stack) return std::max(move->prevHex, move->nextHex); } } 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() == ECreatureAnimType::DEAD || stackAnimation[stack->ID]->getType() == ECreatureAnimType::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::RendererRef renderer ){ showStack(renderer, stack); }); if (stackNeedsAmountBox(stack)) { renderer.insert(EBattleFieldLayer::STACK_AMOUNTS, location, [this, stack]( BattleRenderer::RendererRef renderer ){ showStackAmountBox(renderer, stack); }); } } } void BattleStacksController::stackReset(const CStack * stack) { assert(owner.getAnimationCondition(EAnimationEvents::ACTION) == false); //reset orientation? //stackFacingRight[stack->ID] = stack->side == BattleSide::ATTACKER; 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()) { owner.executeOnAnimationCondition(EAnimationEvents::HIT, true, [=]() { addNewAnim(new ResurrectionAnimation(owner, stack)); }); } } void BattleStacksController::stackAdded(const CStack * stack, bool instant) { // Tower shooters have only their upper half visible static const int turretCreatureAnimationHeight = 235; 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 = turretCreatureAnimationHeight; 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(ECreatureAnimType::HOLDING); if (!instant) { // immediately make stack transparent, giving correct shifter time to start auto shifterFade = ColorFilter::genAlphaShifter(0); setStackColorFilter(shifterFade, stack, nullptr, true); owner.executeOnAnimationCondition(EAnimationEvents::HIT, true, [=]() { addNewAnim(ColorTransformAnimation::fadeInAnimation(owner, stack)); if (stack->isClone()) addNewAnim(ColorTransformAnimation::cloneAnimation(owner, stack, SpellID(SpellID::CLONE).toSpell())); }); } } 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 && !mouseHoveredStack->isFrozen()) { stackAnimation[mouseHoveredStack->ID]->setBorderColor(AnimationControls::getBlueBorder()); if (stackAnimation[mouseHoveredStack->ID]->framesInGroup(ECreatureAnimType::MOUSEON) > 0) stackAnimation[mouseHoveredStack->ID]->playOnce(ECreatureAnimType::MOUSEON); } } else mouseHoveredStack = nullptr; } bool BattleStacksController::stackNeedsAmountBox(const CStack * stack) const { 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(Canvas & 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(Canvas & canvas, const CStack * stack) { ColorFilter fullFilter = ColorFilter::genEmptyShifter(); for (auto const & filter : stackFilterEffects) { if (filter.target == stack) fullFilter = ColorFilter::genCombined(fullFilter, filter.effect); } bool stackHasProjectile = owner.projectilesController->hasActiveProjectile(stack, true); if (stackHasProjectile) stackAnimation[stack->ID]->pause(); else stackAnimation[stack->ID]->play(); stackAnimation[stack->ID]->nextFrame(canvas, fullFilter, 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(); vstd::erase(currentAnimations, nullptr); if (hadAnimations && currentAnimations.empty()) { //anims ended owner.setAnimationCondition(EAnimationEvents::ACTION, false); } } void BattleStacksController::addNewAnim(BattleAnimation *anim) { currentAnimations.push_back(anim); owner.setAnimationCondition(EAnimationEvents::ACTION, true); } void BattleStacksController::stackRemoved(uint32_t stackID) { if (getActiveStack() && 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); } } void BattleStacksController::stacksAreAttacked(std::vector attackedInfos) { owner.executeOnAnimationCondition(EAnimationEvents::HIT, true, [=](){ // remove any potentially erased petrification effect removeExpiredColorFilters(); }); for(auto & attackedInfo : attackedInfos) { if (!attackedInfo.attacker) continue; bool needsReverse = owner.curInt->cb->isToReverse( attackedInfo.defender->getPosition(), attackedInfo.attacker->getPosition(), facingRight(attackedInfo.defender), attackedInfo.attacker->doubleWide(), facingRight(attackedInfo.attacker)); if (needsReverse) { owner.executeOnAnimationCondition(EAnimationEvents::MOVEMENT, true, [=]() { addNewAnim(new ReverseAnimation(owner, attackedInfo.defender, attackedInfo.defender->getPosition())); }); } } for(auto & attackedInfo : attackedInfos) { bool useDeathAnim = attackedInfo.killed; bool useDefenceAnim = attackedInfo.defender->defendingAnim && !attackedInfo.indirectAttack && !attackedInfo.killed; EAnimationEvents usedEvent = useDefenceAnim ? EAnimationEvents::ATTACK : EAnimationEvents::HIT; owner.executeOnAnimationCondition(usedEvent, true, [=]() { if (useDeathAnim) addNewAnim(new DeathAnimation(owner, attackedInfo.defender, attackedInfo.indirectAttack)); else if(useDefenceAnim) addNewAnim(new DefenceAnimation(owner, attackedInfo.defender)); else addNewAnim(new HittedAnimation(owner, attackedInfo.defender)); if (attackedInfo.battleEffect != EBattleEffect::INVALID) owner.effectsController->displayEffect(EBattleEffect::EBattleEffect(attackedInfo.battleEffect), attackedInfo.defender->getPosition()); if (attackedInfo.spellEffect != SpellID::NONE) owner.displaySpellEffect(attackedInfo.spellEffect, attackedInfo.defender->getPosition()); }); } for (auto & attackedInfo : attackedInfos) { if (attackedInfo.rebirth) { owner.executeOnAnimationCondition(EAnimationEvents::AFTER_HIT, true, [=](){ owner.effectsController->displayEffect(EBattleEffect::RESURRECT, soundBase::RESURECT, attackedInfo.defender->getPosition()); addNewAnim(new ResurrectionAnimation(owner, attackedInfo.defender)); }); } if (attackedInfo.killed && attackedInfo.defender->summoned) { owner.executeOnAnimationCondition(EAnimationEvents::AFTER_HIT, true, [=](){ addNewAnim(ColorTransformAnimation::fadeOutAnimation(owner, attackedInfo.defender)); stackRemoved(attackedInfo.defender->ID); }); } } executeAttackAnimations(); } void BattleStacksController::stackMoved(const CStack *stack, std::vector destHex, int distance) { assert(destHex.size() > 0); assert(owner.getAnimationCondition(EAnimationEvents::ACTION) == false); if(shouldRotate(stack, stack->getPosition(), destHex[0])) { addNewAnim(new ReverseAnimation(owner, stack, stack->getPosition())); owner.waitForAnimationCondition(EAnimationEvents::ACTION, false); } addNewAnim(new MovementStartAnimation(owner, stack)); owner.waitForAnimationCondition(EAnimationEvents::ACTION, false); addNewAnim(new MovementAnimation(owner, stack, destHex, distance)); owner.waitForAnimationCondition(EAnimationEvents::ACTION, false); addNewAnim(new MovementEndAnimation(owner, stack, destHex.back())); owner.waitForAnimationCondition(EAnimationEvents::ACTION, false); } void BattleStacksController::stackAttacking( const StackAttackInfo & info ) { assert(owner.getAnimationCondition(EAnimationEvents::ACTION) == false); bool needsReverse = owner.curInt->cb->isToReverse( info.attacker->getPosition(), info.defender->getPosition(), facingRight(info.attacker), info.attacker->doubleWide(), facingRight(info.defender)); auto attacker = info.attacker; auto defender = info.defender; auto tile = info.tile; auto spellEffect = info.spellEffect; auto multiAttack = !info.secondaryDefender.empty(); if (needsReverse) { owner.executeOnAnimationCondition(EAnimationEvents::MOVEMENT, true, [=]() { addNewAnim(new ReverseAnimation(owner, attacker, attacker->getPosition())); }); } if(info.lucky) { owner.executeOnAnimationCondition(EAnimationEvents::BEFORE_HIT, true, [=]() { owner.controlPanel->console->addText(info.attacker->formatGeneralMessage(-45)); owner.effectsController->displayEffect(EBattleEffect::GOOD_LUCK, soundBase::GOODLUCK, attacker->getPosition()); }); } if(info.unlucky) { owner.executeOnAnimationCondition(EAnimationEvents::BEFORE_HIT, true, [=]() { owner.controlPanel->console->addText(info.attacker->formatGeneralMessage(-44)); owner.effectsController->displayEffect(EBattleEffect::BAD_LUCK, soundBase::BADLUCK, attacker->getPosition()); }); } if(info.deathBlow) { owner.executeOnAnimationCondition(EAnimationEvents::BEFORE_HIT, true, [=]() { owner.controlPanel->console->addText(info.attacker->formatGeneralMessage(365)); owner.effectsController->displayEffect(EBattleEffect::DEATH_BLOW, soundBase::deathBlow, defender->getPosition()); }); for(auto elem : info.secondaryDefender) { owner.executeOnAnimationCondition(EAnimationEvents::BEFORE_HIT, true, [=]() { owner.effectsController->displayEffect(EBattleEffect::DEATH_BLOW, elem->getPosition()); }); } } owner.executeOnAnimationCondition(EAnimationEvents::ATTACK, true, [=]() { if (info.indirectAttack) { addNewAnim(new ShootingAnimation(owner, attacker, tile, defender)); } else { addNewAnim(new MeleeAttackAnimation(owner, attacker, tile, defender, multiAttack)); } }); if (info.spellEffect != SpellID::NONE) { owner.executeOnAnimationCondition(EAnimationEvents::HIT, true, [=]() { owner.displaySpellHit(spellEffect, tile); }); } if (info.lifeDrain) { owner.executeOnAnimationCondition(EAnimationEvents::AFTER_HIT, true, [=]() { owner.effectsController->displayEffect(EBattleEffect::DRAIN_LIFE, soundBase::DRAINLIF, attacker->getPosition()); }); } //return, animation playback will be handled by stacksAreAttacked } void BattleStacksController::executeAttackAnimations() { owner.setAnimationCondition(EAnimationEvents::MOVEMENT, true); owner.waitForAnimationCondition(EAnimationEvents::ACTION, false); owner.setAnimationCondition(EAnimationEvents::MOVEMENT, false); owner.setAnimationCondition(EAnimationEvents::BEFORE_HIT, true); owner.waitForAnimationCondition(EAnimationEvents::ACTION, false); owner.setAnimationCondition(EAnimationEvents::BEFORE_HIT, false); owner.setAnimationCondition(EAnimationEvents::ATTACK, true); owner.waitForAnimationCondition(EAnimationEvents::ACTION, false); owner.setAnimationCondition(EAnimationEvents::ATTACK, false); // Note that HIT event can also be emitted by attack animation owner.setAnimationCondition(EAnimationEvents::HIT, true); owner.waitForAnimationCondition(EAnimationEvents::ACTION, false); owner.setAnimationCondition(EAnimationEvents::HIT, false); owner.setAnimationCondition(EAnimationEvents::AFTER_HIT, true); owner.waitForAnimationCondition(EAnimationEvents::ACTION, false); owner.setAnimationCondition(EAnimationEvents::AFTER_HIT, false); owner.waitForAnimationCondition(EAnimationEvents::ACTION, false); } bool BattleStacksController::shouldRotate(const CStack * stack, const BattleHex & oldPos, const BattleHex & nextHex) const { 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) { assert(owner.getAnimationCondition(EAnimationEvents::ACTION) == false); //check if we should reverse stacks 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 ReverseAnimation(owner, s, s->getPosition())); } } owner.waitForAnimationCondition(EAnimationEvents::ACTION, false); //Ensure that all animation flags were reset assert(owner.getAnimationCondition(EAnimationEvents::OPENING) == false); assert(owner.getAnimationCondition(EAnimationEvents::ACTION) == false); assert(owner.getAnimationCondition(EAnimationEvents::MOVEMENT) == false); assert(owner.getAnimationCondition(EAnimationEvents::ATTACK) == false); assert(owner.getAnimationCondition(EAnimationEvents::HIT) == false); assert(owner.getAnimationCondition(EAnimationEvents::PROJECTILES) == false); owner.controlPanel->blockUI(activeStack == nullptr); removeExpiredColorFilters(); } void BattleStacksController::startAction(const BattleAction* action) { setHoveredStack(nullptr); removeExpiredColorFilters(); } void BattleStacksController::stackActivated(const CStack *stack) //TODO: check it all before game state is changed due to abilities { stackToActivate = stack; owner.waitForAnimationCondition(EAnimationEvents::ACTION, false); owner.activateStack(); } void BattleStacksController::activateStack() //TODO: check it all before game state is changed due to abilities { 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() const { return selectedStack; } const CStack* BattleStacksController::getActiveStack() const { return activeStack; } bool BattleStacksController::facingRight(const CStack * stack) const { return stackFacingRight.at(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) const { 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(); } void BattleStacksController::setStackColorFilter(const ColorFilter & effect, const CStack * target, const CSpell * source, bool persistent) { for (auto & filter : stackFilterEffects) { if (filter.target == target && filter.source == source) { filter.effect = effect; filter.persistent = persistent; return; } } stackFilterEffects.push_back({ effect, target, source, persistent }); } void BattleStacksController::removeExpiredColorFilters() { vstd::erase_if(stackFilterEffects, [&](const BattleStackFilterEffect & filter) { if (filter.persistent) return false; if (filter.effect == ColorFilter::genEmptyShifter()) return false; if (filter.target->hasBonus(Selector::source(Bonus::SPELL_EFFECT, filter.source->id))) return false; return true; }); }