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vcmi/client/battle/BattleStacksController.cpp
2022-12-13 15:10:31 +02:00

590 lines
19 KiB
C++

/*
* 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<CreatureAnimation> anim)
{
std::shared_ptr<CreatureAnimation> 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");
static const ColorShifterMultiplyAndAddExcept shifterNormal ({150, 50, 255, 255}, {0,0,0,0}, {255, 231, 132, 255});
static const ColorShifterMultiplyAndAddExcept shifterPositive({ 50, 255, 50, 255}, {0,0,0,0}, {255, 231, 132, 255});
static const ColorShifterMultiplyAndAddExcept shifterNegative({255, 50, 50, 255}, {0,0,0,0}, {255, 231, 132, 255});
static const ColorShifterMultiplyAndAddExcept shifterNeutral ({255, 255, 50, 255}, {0,0,0,0}, {255, 231, 132, 255});
amountNormal->adjustPalette(&shifterNormal);
amountPositive->adjustPalette(&shifterPositive);
amountNegative->adjustPalette(&shifterNegative);
amountEffNeutral->adjustPalette(&shifterNeutral);
std::vector<const CStack*> stacks = owner.curInt->cb->battleGetAllStacks(true);
for(const CStack * s : stacks)
{
stackAdded(s);
}
}
BattleHex BattleStacksController::getStackCurrentPosition(const CStack * stack) const
{
if ( !stackAnimation.at(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<CStackMoveAnimation*>(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::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)
{
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);
static const ColorShifterMultiplyAndAdd shifterClone ({255, 255, 0, 255}, {0, 0, 255, 0});
if (stack->isClone())
{
animation->shiftColor(&shifterClone);
}
//TODO: handle more cases
}
void BattleStacksController::stackAdded(const CStack * stack)
{
// 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(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) 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<CDefenceAnimation*>(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<IImage> BattleStacksController::getStackAmountBox(const CStack * stack)
{
std::vector<si32> 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)
{
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();
vstd::erase(currentAnimations, nullptr);
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() && 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<StackAttackedInfo> 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<BattleHex> 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) 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)
{
//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() 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();
}