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602 lines
19 KiB
C++
602 lines
19 KiB
C++
/*
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* CBattleStacksController.cpp, part of VCMI engine
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*
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* Authors: listed in file AUTHORS in main folder
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*
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* License: GNU General Public License v2.0 or later
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* Full text of license available in license.txt file, in main folder
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*
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*/
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#include "StdInc.h"
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#include "CBattleStacksController.h"
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#include "CBattleSiegeController.h"
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#include "CBattleInterfaceClasses.h"
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#include "CBattleInterface.h"
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#include "CBattleFieldController.h"
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#include "CBattleProjectileController.h"
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#include "CBattleControlPanel.h"
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#include "../CBitmapHandler.h"
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#include "../gui/SDL_Extensions.h"
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#include "../gui/CGuiHandler.h"
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#include "../../lib/battle/BattleHex.h"
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#include "../CPlayerInterface.h"
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#include "CCreatureAnimation.h"
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#include "../../lib/CGameState.h"
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#include "../../CCallback.h"
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#include "../../lib/CStack.h"
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#include "../../lib/CondSh.h"
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#include "../CMusicHandler.h"
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#include "../CGameInfo.h"
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static void onAnimationFinished(const CStack *stack, std::weak_ptr<CCreatureAnimation> anim)
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{
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std::shared_ptr<CCreatureAnimation> animation = anim.lock();
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if(!animation)
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return;
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if (animation->isIdle())
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{
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const CCreature *creature = stack->getCreature();
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if (animation->framesInGroup(CCreatureAnim::MOUSEON) > 0)
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{
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if (CRandomGenerator::getDefault().nextDouble(99.0) < creature->animation.timeBetweenFidgets *10)
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animation->playOnce(CCreatureAnim::MOUSEON);
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else
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animation->setType(CCreatureAnim::HOLDING);
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}
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else
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{
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animation->setType(CCreatureAnim::HOLDING);
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}
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}
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// always reset callback
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animation->onAnimationReset += std::bind(&onAnimationFinished, stack, anim);
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}
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static void transformPalette(SDL_Surface *surf, double rCor, double gCor, double bCor)
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{
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SDL_Color *colorsToChange = surf->format->palette->colors;
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for (int g=0; g<surf->format->palette->ncolors; ++g)
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{
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SDL_Color *color = &colorsToChange[g];
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if (color->b != 132 &&
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color->g != 231 &&
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color->r != 255) //it's not yellow border
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{
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color->r = static_cast<Uint8>(color->r * rCor);
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color->g = static_cast<Uint8>(color->g * gCor);
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color->b = static_cast<Uint8>(color->b * bCor);
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}
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}
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}
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CBattleStacksController::CBattleStacksController(CBattleInterface * owner):
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owner(owner)
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{
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//preparing graphics for displaying amounts of creatures
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amountNormal = BitmapHandler::loadBitmap("CMNUMWIN.BMP");
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CSDL_Ext::alphaTransform(amountNormal);
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transformPalette(amountNormal, 0.59, 0.19, 0.93);
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amountPositive = BitmapHandler::loadBitmap("CMNUMWIN.BMP");
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CSDL_Ext::alphaTransform(amountPositive);
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transformPalette(amountPositive, 0.18, 1.00, 0.18);
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amountNegative = BitmapHandler::loadBitmap("CMNUMWIN.BMP");
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CSDL_Ext::alphaTransform(amountNegative);
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transformPalette(amountNegative, 1.00, 0.18, 0.18);
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amountEffNeutral = BitmapHandler::loadBitmap("CMNUMWIN.BMP");
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CSDL_Ext::alphaTransform(amountEffNeutral);
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transformPalette(amountEffNeutral, 1.00, 1.00, 0.18);
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std::vector<const CStack*> stacks = owner->curInt->cb->battleGetAllStacks(true);
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for(const CStack * s : stacks)
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{
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stackAdded(s);
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}
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}
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CBattleStacksController::~CBattleStacksController()
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{
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SDL_FreeSurface(amountNormal);
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SDL_FreeSurface(amountNegative);
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SDL_FreeSurface(amountPositive);
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SDL_FreeSurface(amountEffNeutral);
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}
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void CBattleStacksController::sortObjectsByHex(BattleObjectsByHex & sorted)
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{
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auto getCurrentPosition = [&](const CStack *stack) -> BattleHex
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{
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for (auto & anim : pendingAnims)
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{
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// certainly ugly workaround but fixes quite annoying bug
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// stack position will be updated only *after* movement is finished
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// before this - stack is always at its initial position. Thus we need to find
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// its current position. Which can be found only in this class
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if (CMovementAnimation *move = dynamic_cast<CMovementAnimation*>(anim.first))
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{
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if (move->stack == stack)
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return move->nextHex;
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}
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}
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return stack->getPosition();
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};
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auto stacks = owner->curInt->cb->battleGetStacksIf([](const CStack *s)
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{
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return !s->isTurret();
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});
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for (auto & stack : stacks)
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{
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if (creAnims.find(stack->ID) == creAnims.end()) //e.g. for summoned but not yet handled stacks
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continue;
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if (stack->initialPosition < 0) // turret shooters are handled separately
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continue;
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//FIXME: hack to ignore ghost stacks
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if ((creAnims[stack->ID]->getType() == CCreatureAnim::DEAD || creAnims[stack->ID]->getType() == CCreatureAnim::HOLDING) && stack->isGhost())
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continue;//ignore
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if (creAnims[stack->ID]->isDead())
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{
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sorted.hex[stack->getPosition()].dead.push_back(stack);
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continue;
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}
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if (!creAnims[stack->ID]->isMoving())
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{
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sorted.hex[stack->getPosition()].alive.push_back(stack);
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continue;
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}
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// flying creature - just blit them over everyone else
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if (stack->hasBonusOfType(Bonus::FLYING))
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{
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sorted.afterAll.alive.push_back(stack);
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continue;
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}
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sorted.hex[getCurrentPosition(stack)].alive.push_back(stack);
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}
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}
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void CBattleStacksController::stackReset(const CStack * stack)
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{
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auto iter = creAnims.find(stack->ID);
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if(iter == creAnims.end())
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{
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logGlobal->error("Unit %d have no animation", stack->ID);
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return;
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}
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auto animation = iter->second;
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if(stack->alive() && animation->isDead())
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animation->setType(CCreatureAnim::HOLDING);
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if (stack->isClone())
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{
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ColorShifterDeepBlue shifter;
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animation->shiftColor(&shifter);
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}
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//TODO: handle more cases
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}
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void CBattleStacksController::stackAdded(const CStack * stack)
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{
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creDir[stack->ID] = stack->side == BattleSide::ATTACKER; // must be set before getting stack position
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Point coords = CClickableHex::getXYUnitAnim(stack->getPosition(), stack, owner);
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if(stack->initialPosition < 0) //turret
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{
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assert(owner->siegeController);
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const CCreature *turretCreature = owner->siegeController->turretCreature();
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creAnims[stack->ID] = AnimationControls::getAnimation(turretCreature);
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creAnims[stack->ID]->pos.h = 225;
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coords = owner->siegeController->turretCreaturePosition(stack->initialPosition);
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}
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else
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{
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creAnims[stack->ID] = AnimationControls::getAnimation(stack->getCreature());
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creAnims[stack->ID]->onAnimationReset += std::bind(&onAnimationFinished, stack, creAnims[stack->ID]);
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creAnims[stack->ID]->pos.h = creAnims[stack->ID]->getHeight();
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}
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creAnims[stack->ID]->pos.x = coords.x;
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creAnims[stack->ID]->pos.y = coords.y;
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creAnims[stack->ID]->pos.w = creAnims[stack->ID]->getWidth();
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creAnims[stack->ID]->setType(CCreatureAnim::HOLDING);
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//loading projectiles for units
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if(stack->isShooter())
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{
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owner->projectilesController->initStackProjectile(stack);
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}
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}
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void CBattleStacksController::setActiveStack(const CStack *stack)
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{
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if (activeStack) // update UI
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creAnims[activeStack->ID]->setBorderColor(AnimationControls::getNoBorder());
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activeStack = stack;
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if (activeStack) // update UI
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creAnims[activeStack->ID]->setBorderColor(AnimationControls::getGoldBorder());
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owner->controlPanel->blockUI(activeStack == nullptr);
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}
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void CBattleStacksController::setHoveredStack(const CStack *stack)
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{
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if ( stack == mouseHoveredStack )
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return;
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if (mouseHoveredStack)
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creAnims[mouseHoveredStack->ID]->setBorderColor(AnimationControls::getNoBorder());
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// stack must be alive and not active (which uses gold border instead)
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if (stack && stack->alive() && stack != activeStack)
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{
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mouseHoveredStack = stack;
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if (mouseHoveredStack)
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{
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creAnims[mouseHoveredStack->ID]->setBorderColor(AnimationControls::getBlueBorder());
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if (creAnims[mouseHoveredStack->ID]->framesInGroup(CCreatureAnim::MOUSEON) > 0)
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creAnims[mouseHoveredStack->ID]->playOnce(CCreatureAnim::MOUSEON);
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}
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}
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else
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mouseHoveredStack = nullptr;
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}
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void CBattleStacksController::showAliveStacks(SDL_Surface *to, std::vector<const CStack *> stacks)
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{
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BattleHex currentActionTarget;
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if(owner->curInt->curAction)
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{
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auto target = owner->curInt->curAction->getTarget(owner->curInt->cb.get());
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if(!target.empty())
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currentActionTarget = target.at(0).hexValue;
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}
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auto isAmountBoxVisible = [&](const CStack *stack) -> bool
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{
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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
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return false;
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if(stack->getCount() == 0) //hide box when target is going to die anyway - do not display "0 creatures"
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return false;
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for(auto anim : pendingAnims) //no matter what other conditions below are, hide box when creature is playing hit animation
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{
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auto hitAnimation = dynamic_cast<CDefenceAnimation*>(anim.first);
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if(hitAnimation && (hitAnimation->stack->ID == stack->ID)) //we process only "current creature" as other creatures will be processed reliably on their own iteration
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return false;
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}
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if(owner->curInt->curAction)
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{
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if(owner->curInt->curAction->stackNumber == stack->ID) //stack is currently taking action (is not a target of another creature's action etc)
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{
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if(owner->curInt->curAction->actionType == EActionType::WALK || owner->curInt->curAction->actionType == EActionType::SHOOT) //hide when stack walks or shoots
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return false;
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else if(owner->curInt->curAction->actionType == EActionType::WALK_AND_ATTACK && currentActionTarget != stack->getPosition()) //when attacking, hide until walk phase finished
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return false;
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}
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if(owner->curInt->curAction->actionType == EActionType::SHOOT && currentActionTarget == stack->getPosition()) //hide if we are ranged attack target
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return false;
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}
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return true;
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};
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auto getEffectsPositivness = [&](const std::vector<si32> & activeSpells) -> int
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{
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int pos = 0;
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for (const auto & spellId : activeSpells)
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{
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pos += CGI->spellh->objects.at(spellId)->positiveness;
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}
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return pos;
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};
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auto getAmountBoxBackground = [&](int positivness) -> SDL_Surface *
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{
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if (positivness > 0)
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return amountPositive;
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if (positivness < 0)
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return amountNegative;
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return amountEffNeutral;
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};
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showStacks(to, stacks); // Actual display of all stacks
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for (auto & stack : stacks)
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{
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assert(stack);
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//printing amount
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if (isAmountBoxVisible(stack))
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{
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const int sideShift = stack->side == BattleSide::ATTACKER ? 1 : -1;
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const int reverseSideShift = stack->side == BattleSide::ATTACKER ? -1 : 1;
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const BattleHex nextPos = stack->getPosition() + sideShift;
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const bool edge = stack->getPosition() % GameConstants::BFIELD_WIDTH == (stack->side == BattleSide::ATTACKER ? GameConstants::BFIELD_WIDTH - 2 : 1);
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const bool moveInside = !edge && !owner->fieldController->stackCountOutsideHex(nextPos);
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int xAdd = (stack->side == BattleSide::ATTACKER ? 220 : 202) +
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(stack->doubleWide() ? 44 : 0) * sideShift +
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(moveInside ? amountNormal->w + 10 : 0) * reverseSideShift;
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int yAdd = 260 + ((stack->side == BattleSide::ATTACKER || moveInside) ? 0 : -15);
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//blitting amount background box
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SDL_Surface *amountBG = amountNormal;
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std::vector<si32> activeSpells = stack->activeSpells();
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if (!activeSpells.empty())
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amountBG = getAmountBoxBackground(getEffectsPositivness(activeSpells));
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SDL_Rect temp_rect = genRect(amountBG->h, amountBG->w, creAnims[stack->ID]->pos.x + xAdd, creAnims[stack->ID]->pos.y + yAdd);
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SDL_BlitSurface(amountBG, nullptr, to, &temp_rect);
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//blitting amount
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Point textPos(creAnims[stack->ID]->pos.x + xAdd + amountNormal->w/2,
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creAnims[stack->ID]->pos.y + yAdd + amountNormal->h/2);
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graphics->fonts[FONT_TINY]->renderTextCenter(to, makeNumberShort(stack->getCount()), Colors::WHITE, textPos);
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}
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}
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}
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void CBattleStacksController::showStacks(SDL_Surface *to, std::vector<const CStack *> stacks)
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{
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for (const CStack *stack : stacks)
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{
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creAnims[stack->ID]->nextFrame(to, facingRight(stack)); // do actual blit
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creAnims[stack->ID]->incrementFrame(float(GH.mainFPSmng->getElapsedMilliseconds()) / 1000);
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}
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}
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void CBattleStacksController::updateBattleAnimations()
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{
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//handle animations
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for (auto & elem : pendingAnims)
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{
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if (!elem.first) //this animation should be deleted
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continue;
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if (!elem.second)
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{
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elem.second = elem.first->init();
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}
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if (elem.second && elem.first)
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elem.first->nextFrame();
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}
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//delete anims
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int preSize = static_cast<int>(pendingAnims.size());
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for (auto it = pendingAnims.begin(); it != pendingAnims.end(); ++it)
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{
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if (it->first == nullptr)
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{
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pendingAnims.erase(it);
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it = pendingAnims.begin();
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break;
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}
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}
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if (preSize > 0 && pendingAnims.empty())
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{
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//anims ended
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owner->controlPanel->blockUI(activeStack == nullptr);
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owner->animsAreDisplayed.setn(false);
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}
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}
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void CBattleStacksController::addNewAnim(CBattleAnimation *anim)
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{
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pendingAnims.push_back( std::make_pair(anim, false) );
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owner->animsAreDisplayed.setn(true);
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}
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void CBattleStacksController::stackActivated(const CStack *stack) //TODO: check it all before game state is changed due to abilities
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{
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stackToActivate = stack;
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owner->waitForAnims();
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if (stackToActivate) //during waiting stack may have gotten activated through show
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activateStack();
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}
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void CBattleStacksController::stackRemoved(uint32_t stackID)
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{
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if (getActiveStack() != nullptr)
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{
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if (getActiveStack()->ID == stackID)
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{
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BattleAction *action = new BattleAction();
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action->side = owner->defendingHeroInstance ? (owner->curInt->playerID == owner->defendingHeroInstance->tempOwner) : false;
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action->actionType = EActionType::CANCEL;
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action->stackNumber = owner->stacksController->getActiveStack()->ID;
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owner->givenCommand.setn(action);
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setActiveStack(nullptr);
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}
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}
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//todo: ensure that ghost stack animation has fadeout effect
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}
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void CBattleStacksController::stacksAreAttacked(std::vector<StackAttackedInfo> attackedInfos)
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{
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for(auto & attackedInfo : attackedInfos)
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{
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//if (!attackedInfo.cloneKilled) //FIXME: play dead animation for cloned creature before it vanishes
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addNewAnim(new CDefenceAnimation(attackedInfo, owner));
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if(attackedInfo.rebirth)
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{
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owner->displayEffect(50, attackedInfo.defender->getPosition()); //TODO: play reverse death animation
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CCS->soundh->playSound(soundBase::RESURECT);
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}
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}
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owner->waitForAnims();
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for (auto & attackedInfo : attackedInfos)
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{
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if (attackedInfo.rebirth)
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creAnims[attackedInfo.defender->ID]->setType(CCreatureAnim::HOLDING);
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if (attackedInfo.cloneKilled)
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stackRemoved(attackedInfo.defender->ID);
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}
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}
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void CBattleStacksController::stackMoved(const CStack *stack, std::vector<BattleHex> destHex, int distance)
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{
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addNewAnim(new CMovementAnimation(owner, stack, destHex, distance));
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owner->waitForAnims();
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}
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void CBattleStacksController::stackAttacking( const CStack *attacker, BattleHex dest, const CStack *attacked, bool shooting )
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{
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if (shooting)
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{
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addNewAnim(new CShootingAnimation(owner, attacker, dest, attacked));
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}
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else
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{
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addNewAnim(new CMeleeAttackAnimation(owner, attacker, dest, attacked));
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}
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//waitForAnims();
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}
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bool CBattleStacksController::shouldRotate(const CStack * stack, const BattleHex & oldPos, const BattleHex & nextHex)
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{
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Point begPosition = CClickableHex::getXYUnitAnim(oldPos,stack, owner);
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Point endPosition = CClickableHex::getXYUnitAnim(nextHex, stack, owner);
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if((begPosition.x > endPosition.x) && facingRight(stack))
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return true;
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else if((begPosition.x < endPosition.x) && !facingRight(stack))
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return true;
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return false;
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}
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void CBattleStacksController::endAction(const BattleAction* action)
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{
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//check if we should reverse stacks
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//for some strange reason, it's not enough
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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);
|
|
}
|