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vcmi/client/battle/CBattleStacksController.cpp

602 lines
19 KiB
C++

/*
* 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 "CBattleFieldController.h"
#include "CBattleProjectileController.h"
#include "CBattleControlPanel.h"
#include "../CBitmapHandler.h"
#include "../gui/SDL_Extensions.h"
#include "../gui/CGuiHandler.h"
#include "../../lib/battle/BattleHex.h"
#include "../CPlayerInterface.h"
#include "CCreatureAnimation.h"
#include "../../lib/CGameState.h"
#include "../../CCallback.h"
#include "../../lib/CStack.h"
#include "../../lib/CondSh.h"
#include "../CMusicHandler.h"
#include "../CGameInfo.h"
static void onAnimationFinished(const CStack *stack, std::weak_ptr<CCreatureAnimation> anim)
{
std::shared_ptr<CCreatureAnimation> 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);
}
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)
{
SDL_Color *color = &colorsToChange[g];
if (color->b != 132 &&
color->g != 231 &&
color->r != 255) //it's not yellow border
{
color->r = static_cast<Uint8>(color->r * rCor);
color->g = static_cast<Uint8>(color->g * gCor);
color->b = static_cast<Uint8>(color->b * bCor);
}
}
}
CBattleStacksController::CBattleStacksController(CBattleInterface * owner):
owner(owner)
{
//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);
std::vector<const CStack*> stacks = owner->curInt->cb->battleGetAllStacks(true);
for(const CStack * s : stacks)
{
stackAdded(s);
}
}
CBattleStacksController::~CBattleStacksController()
{
SDL_FreeSurface(amountNormal);
SDL_FreeSurface(amountNegative);
SDL_FreeSurface(amountPositive);
SDL_FreeSurface(amountEffNeutral);
}
void CBattleStacksController::sortObjectsByHex(BattleObjectsByHex & sorted)
{
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->getPosition();
};
auto stacks = owner->curInt->cb->battleGetStacksIf([](const CStack *s)
{
return !s->isTurret();
});
for (auto & stack : stacks)
{
if (creAnims.find(stack->ID) == creAnims.end()) //e.g. for summoned but not yet handled stacks
continue;
if (stack->initialPosition < 0) // turret shooters are handled separately
continue;
//FIXME: hack to ignore ghost stacks
if ((creAnims[stack->ID]->getType() == CCreatureAnim::DEAD || creAnims[stack->ID]->getType() == CCreatureAnim::HOLDING) && stack->isGhost())
continue;//ignore
if (creAnims[stack->ID]->isDead())
{
sorted.hex[stack->getPosition()].dead.push_back(stack);
continue;
}
if (!creAnims[stack->ID]->isMoving())
{
sorted.hex[stack->getPosition()].alive.push_back(stack);
continue;
}
// flying creature - just blit them over everyone else
if (stack->hasBonusOfType(Bonus::FLYING))
{
sorted.afterAll.alive.push_back(stack);
continue;
}
sorted.hex[getCurrentPosition(stack)].alive.push_back(stack);
}
}
void CBattleStacksController::stackReset(const CStack * stack)
{
auto iter = creAnims.find(stack->ID);
if(iter == creAnims.end())
{
logGlobal->error("Unit %d have no animation", stack->ID);
return;
}
auto animation = iter->second;
if(stack->alive() && animation->isDead())
animation->setType(CCreatureAnim::HOLDING);
if (stack->isClone())
{
ColorShifterDeepBlue shifter;
animation->shiftColor(&shifter);
}
//TODO: handle more cases
}
void CBattleStacksController::stackAdded(const CStack * stack)
{
creDir[stack->ID] = stack->side == BattleSide::ATTACKER; // must be set before getting stack position
Point coords = CClickableHex::getXYUnitAnim(stack->getPosition(), stack, owner);
if(stack->initialPosition < 0) //turret
{
assert(owner->siegeController);
const CCreature *turretCreature = owner->siegeController->turretCreature();
creAnims[stack->ID] = AnimationControls::getAnimation(turretCreature);
creAnims[stack->ID]->pos.h = 225;
coords = owner->siegeController->turretCreaturePosition(stack->initialPosition);
}
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);
//loading projectiles for units
if(stack->isShooter())
{
owner->projectilesController->initStackProjectile(stack);
}
}
void CBattleStacksController::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());
owner->controlPanel->blockUI(activeStack == nullptr);
}
void CBattleStacksController::setHoveredStack(const CStack *stack)
{
if ( stack == mouseHoveredStack )
return;
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 CBattleStacksController::showAliveStacks(SDL_Surface *to, std::vector<const CStack *> stacks)
{
BattleHex currentActionTarget;
if(owner->curInt->curAction)
{
auto target = owner->curInt->curAction->getTarget(owner->curInt->cb.get());
if(!target.empty())
currentActionTarget = target.at(0).hexValue;
}
auto isAmountBoxVisible = [&](const CStack *stack) -> bool
{
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(stack->getCount() == 0) //hide box when target is going to die anyway - do not display "0 creatures"
return false;
for(auto anim : pendingAnims) //no matter what other conditions below are, hide box when creature is playing hit animation
{
auto hitAnimation = dynamic_cast<CDefenceAnimation*>(anim.first);
if(hitAnimation && (hitAnimation->stack->ID == stack->ID)) //we process only "current creature" as other creatures will be processed reliably on their own iteration
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;
};
auto getEffectsPositivness = [&](const std::vector<si32> & activeSpells) -> int
{
int pos = 0;
for (const auto & spellId : activeSpells)
{
pos += CGI->spellh->objects.at(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 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 ? amountNormal->w + 10 : 0) * reverseSideShift;
int yAdd = 260 + ((stack->side == BattleSide::ATTACKER || moveInside) ? 0 : -15);
//blitting amount background box
SDL_Surface *amountBG = amountNormal;
std::vector<si32> activeSpells = stack->activeSpells();
if (!activeSpells.empty())
amountBG = getAmountBoxBackground(getEffectsPositivness(activeSpells));
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->getCount()), Colors::WHITE, textPos);
}
}
}
void CBattleStacksController::showStacks(SDL_Surface *to, std::vector<const CStack *> stacks)
{
for (const CStack *stack : stacks)
{
creAnims[stack->ID]->nextFrame(to, facingRight(stack)); // do actual blit
creAnims[stack->ID]->incrementFrame(float(GH.mainFPSmng->getElapsedMilliseconds()) / 1000);
}
}
void CBattleStacksController::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 = static_cast<int>(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
owner->controlPanel->blockUI(activeStack == nullptr);
owner->animsAreDisplayed.setn(false);
}
}
void CBattleStacksController::addNewAnim(CBattleAnimation *anim)
{
pendingAnims.push_back( std::make_pair(anim, false) );
owner->animsAreDisplayed.setn(true);
}
void CBattleStacksController::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
activateStack();
}
void CBattleStacksController::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 = owner->stacksController->getActiveStack()->ID;
owner->givenCommand.setn(action);
setActiveStack(nullptr);
}
}
//todo: ensure that ghost stack animation has fadeout effect
}
void CBattleStacksController::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->displayEffect(50, attackedInfo.defender->getPosition()); //TODO: play reverse death animation
CCS->soundh->playSound(soundBase::RESURECT);
}
}
owner->waitForAnims();
for (auto & attackedInfo : attackedInfos)
{
if (attackedInfo.rebirth)
creAnims[attackedInfo.defender->ID]->setType(CCreatureAnim::HOLDING);
if (attackedInfo.cloneKilled)
stackRemoved(attackedInfo.defender->ID);
}
}
void CBattleStacksController::stackMoved(const CStack *stack, std::vector<BattleHex> destHex, int distance)
{
addNewAnim(new CMovementAnimation(owner, stack, destHex, distance));
owner->waitForAnims();
}
void CBattleStacksController::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 CBattleStacksController::shouldRotate(const CStack * stack, const BattleHex & oldPos, const BattleHex & nextHex)
{
Point begPosition = CClickableHex::getXYUnitAnim(oldPos,stack, owner);
Point endPosition = CClickableHex::getXYUnitAnim(nextHex, stack, owner);
if((begPosition.x > endPosition.x) && facingRight(stack))
return true;
else if((begPosition.x < endPosition.x) && !facingRight(stack))
return true;
return false;
}
void CBattleStacksController::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() && creAnims[s->ID]->isIdle())
{
addNewAnim(new CReverseAnimation(owner, s, s->getPosition(), false));
}
}
}
void CBattleStacksController::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 (creAnims[action->stackNumber]->framesInGroup(CCreatureAnim::MOVE_START))
{
pendingAnims.push_back(std::make_pair(new CMovementStartAnimation(owner, stack), false));
}
if(shouldRotate(stack, stack->getPosition(), actionTarget.at(0).hexValue))
pendingAnims.push_back(std::make_pair(new CReverseAnimation(owner, stack, stack->getPosition(), true), false));
}
}
void CBattleStacksController::activateStack()
{
if ( !pendingAnims.empty())
return;
if ( !stackToActivate)
return;
owner->trySetActivePlayer(stackToActivate->owner);
setActiveStack(stackToActivate);
stackToActivate = nullptr;
const CStack * s = owner->stacksController->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 CBattleStacksController::setSelectedStack(const CStack *stack)
{
selectedStack = stack;
}
const CStack* CBattleStacksController::getSelectedStack()
{
return selectedStack;
}
const CStack* CBattleStacksController::getActiveStack()
{
return activeStack;
}
bool CBattleStacksController::facingRight(const CStack * stack)
{
return creDir[stack->ID];
}
bool CBattleStacksController::activeStackSpellcaster()
{
return stackCanCastSpell;
}
SpellID CBattleStacksController::activeStackSpellToCast()
{
if (!stackCanCastSpell)
return SpellID::NONE;
return SpellID(creatureSpellToCast);
}