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https://github.com/vcmi/vcmi.git
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590 lines
19 KiB
C++
590 lines
19 KiB
C++
/*
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* BattleStacksController.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 "BattleStacksController.h"
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#include "BattleSiegeController.h"
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#include "BattleInterfaceClasses.h"
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#include "BattleInterface.h"
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#include "BattleAnimationClasses.h"
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#include "BattleFieldController.h"
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#include "BattleEffectsController.h"
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#include "BattleProjectileController.h"
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#include "BattleControlPanel.h"
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#include "BattleRenderer.h"
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#include "CreatureAnimation.h"
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#include "../CPlayerInterface.h"
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#include "../CMusicHandler.h"
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#include "../CGameInfo.h"
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#include "../gui/CAnimation.h"
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#include "../gui/CGuiHandler.h"
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#include "../gui/Canvas.h"
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#include "../../CCallback.h"
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#include "../../lib/battle/BattleHex.h"
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#include "../../lib/CGameState.h"
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#include "../../lib/CStack.h"
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#include "../../lib/CondSh.h"
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static void onAnimationFinished(const CStack *stack, std::weak_ptr<CreatureAnimation> anim)
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{
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std::shared_ptr<CreatureAnimation> 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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BattleStacksController::BattleStacksController(BattleInterface & owner):
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owner(owner),
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activeStack(nullptr),
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mouseHoveredStack(nullptr),
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stackToActivate(nullptr),
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selectedStack(nullptr),
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stackCanCastSpell(false),
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creatureSpellToCast(uint32_t(-1)),
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animIDhelper(0)
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{
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//preparing graphics for displaying amounts of creatures
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amountNormal = IImage::createFromFile("CMNUMWIN.BMP");
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amountPositive = IImage::createFromFile("CMNUMWIN.BMP");
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amountNegative = IImage::createFromFile("CMNUMWIN.BMP");
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amountEffNeutral = IImage::createFromFile("CMNUMWIN.BMP");
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static const ColorShifterMultiplyAndAddExcept shifterNormal ({150, 50, 255, 255}, {0,0,0,0}, {255, 231, 132, 255});
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static const ColorShifterMultiplyAndAddExcept shifterPositive({ 50, 255, 50, 255}, {0,0,0,0}, {255, 231, 132, 255});
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static const ColorShifterMultiplyAndAddExcept shifterNegative({255, 50, 50, 255}, {0,0,0,0}, {255, 231, 132, 255});
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static const ColorShifterMultiplyAndAddExcept shifterNeutral ({255, 255, 50, 255}, {0,0,0,0}, {255, 231, 132, 255});
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amountNormal->adjustPalette(&shifterNormal);
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amountPositive->adjustPalette(&shifterPositive);
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amountNegative->adjustPalette(&shifterNegative);
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amountEffNeutral->adjustPalette(&shifterNeutral);
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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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BattleHex BattleStacksController::getStackCurrentPosition(const CStack * stack) const
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{
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if ( !stackAnimation.at(stack->ID)->isMoving())
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return stack->getPosition();
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if (stack->hasBonusOfType(Bonus::FLYING))
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return BattleHex::HEX_AFTER_ALL;
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for (auto & anim : currentAnimations)
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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 (CStackMoveAnimation *move = dynamic_cast<CStackMoveAnimation*>(anim))
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{
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if (move->stack == stack)
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return move->currentHex;
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}
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}
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return stack->getPosition();
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}
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void BattleStacksController::collectRenderableObjects(BattleRenderer & renderer)
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{
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auto stacks = owner.curInt->cb->battleGetAllStacks(false);
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for (auto stack : stacks)
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{
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if (stackAnimation.find(stack->ID) == stackAnimation.end()) //e.g. for summoned but not yet handled stacks
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continue;
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//FIXME: hack to ignore ghost stacks
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if ((stackAnimation[stack->ID]->getType() == CCreatureAnim::DEAD || stackAnimation[stack->ID]->getType() == CCreatureAnim::HOLDING) && stack->isGhost())
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continue;
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auto layer = stackAnimation[stack->ID]->isDead() ? EBattleFieldLayer::CORPSES : EBattleFieldLayer::STACKS;
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auto location = getStackCurrentPosition(stack);
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renderer.insert(layer, location, [this, stack]( BattleRenderer::RendererRef renderer ){
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showStack(renderer, stack);
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});
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if (stackNeedsAmountBox(stack))
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{
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renderer.insert(EBattleFieldLayer::STACK_AMOUNTS, location, [this, stack]( BattleRenderer::RendererRef renderer ){
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showStackAmountBox(renderer, stack);
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});
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}
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}
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}
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void BattleStacksController::stackReset(const CStack * stack)
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{
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auto iter = stackAnimation.find(stack->ID);
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if(iter == stackAnimation.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->isDeadOrDying())
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animation->setType(CCreatureAnim::HOLDING);
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static const ColorShifterMultiplyAndAdd shifterClone ({255, 255, 0, 255}, {0, 0, 255, 0});
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if (stack->isClone())
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{
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animation->shiftColor(&shifterClone);
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}
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//TODO: handle more cases
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}
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void BattleStacksController::stackAdded(const CStack * stack)
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{
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// Tower shooters have only their upper half visible
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static const int turretCreatureAnimationHeight = 235;
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stackFacingRight[stack->ID] = stack->side == BattleSide::ATTACKER; // must be set before getting stack position
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Point coords = getStackPositionAtHex(stack->getPosition(), stack);
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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->getTurretCreature();
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stackAnimation[stack->ID] = AnimationControls::getAnimation(turretCreature);
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stackAnimation[stack->ID]->pos.h = turretCreatureAnimationHeight;
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coords = owner.siegeController->getTurretCreaturePosition(stack->initialPosition);
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}
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else
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{
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stackAnimation[stack->ID] = AnimationControls::getAnimation(stack->getCreature());
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stackAnimation[stack->ID]->onAnimationReset += std::bind(&onAnimationFinished, stack, stackAnimation[stack->ID]);
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stackAnimation[stack->ID]->pos.h = stackAnimation[stack->ID]->getHeight();
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}
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stackAnimation[stack->ID]->pos.x = coords.x;
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stackAnimation[stack->ID]->pos.y = coords.y;
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stackAnimation[stack->ID]->pos.w = stackAnimation[stack->ID]->getWidth();
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stackAnimation[stack->ID]->setType(CCreatureAnim::HOLDING);
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}
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void BattleStacksController::setActiveStack(const CStack *stack)
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{
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if (activeStack) // update UI
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stackAnimation[activeStack->ID]->setBorderColor(AnimationControls::getNoBorder());
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activeStack = stack;
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if (activeStack) // update UI
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stackAnimation[activeStack->ID]->setBorderColor(AnimationControls::getGoldBorder());
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owner.controlPanel->blockUI(activeStack == nullptr);
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}
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void BattleStacksController::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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stackAnimation[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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stackAnimation[mouseHoveredStack->ID]->setBorderColor(AnimationControls::getBlueBorder());
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if (stackAnimation[mouseHoveredStack->ID]->framesInGroup(CCreatureAnim::MOUSEON) > 0)
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stackAnimation[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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bool BattleStacksController::stackNeedsAmountBox(const CStack * stack) const
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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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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 (!owner.battleActionsStarted) // do not perform any further checks since they are related to actions that will only occur after intro music
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return true;
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if(!stack->alive())
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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 : currentAnimations) //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);
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if(hitAnimation && (hitAnimation->stack->ID == stack->ID))
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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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std::shared_ptr<IImage> BattleStacksController::getStackAmountBox(const CStack * stack)
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{
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std::vector<si32> activeSpells = stack->activeSpells();
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if ( activeSpells.empty())
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return amountNormal;
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int effectsPositivness = 0;
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for ( auto const & spellID : activeSpells)
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effectsPositivness += CGI->spellh->objects.at(spellID)->positiveness;
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if (effectsPositivness > 0)
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return amountPositive;
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if (effectsPositivness < 0)
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return amountNegative;
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return amountEffNeutral;
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}
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void BattleStacksController::showStackAmountBox(Canvas & canvas, const CStack * stack)
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{
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//blitting amount background box
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auto amountBG = getStackAmountBox(stack);
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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 ? amountBG->width() + 10 : 0) * reverseSideShift;
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int yAdd = 260 + ((stack->side == BattleSide::ATTACKER || moveInside) ? 0 : -15);
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canvas.draw(amountBG, stackAnimation[stack->ID]->pos.topLeft() + Point(xAdd, yAdd));
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//blitting amount
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Point textPos = stackAnimation[stack->ID]->pos.topLeft() + amountBG->dimensions()/2 + Point(xAdd, yAdd);
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canvas.drawText(textPos, EFonts::FONT_TINY, Colors::WHITE, ETextAlignment::CENTER, makeNumberShort(stack->getCount()));
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}
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void BattleStacksController::showStack(Canvas & canvas, const CStack * stack)
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{
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stackAnimation[stack->ID]->nextFrame(canvas, facingRight(stack)); // do actual blit
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stackAnimation[stack->ID]->incrementFrame(float(GH.mainFPSmng->getElapsedMilliseconds()) / 1000);
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}
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void BattleStacksController::updateBattleAnimations()
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{
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for (auto & elem : currentAnimations)
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{
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if (!elem)
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continue;
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if (elem->isInitialized())
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elem->nextFrame();
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else
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elem->tryInitialize();
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}
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bool hadAnimations = !currentAnimations.empty();
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vstd::erase(currentAnimations, nullptr);
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if (hadAnimations && currentAnimations.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 BattleStacksController::addNewAnim(CBattleAnimation *anim)
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{
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currentAnimations.push_back(anim);
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owner.animsAreDisplayed.setn(true);
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}
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void BattleStacksController::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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owner.activateStack();
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}
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void BattleStacksController::stackRemoved(uint32_t stackID)
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{
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if (getActiveStack() && 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 = 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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void BattleStacksController::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.effectsController->displayEffect(EBattleEffect::RESURRECT, soundBase::RESURECT, attackedInfo.defender->getPosition()); //TODO: play reverse death animation
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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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stackAnimation[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 BattleStacksController::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 BattleStacksController::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 BattleStacksController::shouldRotate(const CStack * stack, const BattleHex & oldPos, const BattleHex & nextHex) const
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{
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Point begPosition = getStackPositionAtHex(oldPos,stack);
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Point endPosition = getStackPositionAtHex(nextHex, stack);
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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 BattleStacksController::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);
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for (const CStack *s : stacks)
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{
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bool shouldFaceRight = s && s->side == BattleSide::ATTACKER;
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if (s && facingRight(s) != shouldFaceRight && s->alive() && stackAnimation[s->ID]->isIdle())
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{
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addNewAnim(new CReverseAnimation(owner, s, s->getPosition(), false));
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}
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}
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}
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void BattleStacksController::startAction(const BattleAction* action)
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{
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const CStack *stack = owner.curInt->cb->battleGetStackByID(action->stackNumber);
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setHoveredStack(nullptr);
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auto actionTarget = action->getTarget(owner.curInt->cb.get());
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if(action->actionType == EActionType::WALK
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|| (action->actionType == EActionType::WALK_AND_ATTACK && actionTarget.at(0).hexValue != stack->getPosition()))
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{
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assert(stack);
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owner.moveStarted = true;
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if (stackAnimation[action->stackNumber]->framesInGroup(CCreatureAnim::MOVE_START))
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addNewAnim(new CMovementStartAnimation(owner, stack));
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//if(shouldRotate(stack, stack->getPosition(), actionTarget.at(0).hexValue))
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// addNewAnim(new CReverseAnimation(owner, stack, stack->getPosition(), true));
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}
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}
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void BattleStacksController::activateStack()
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{
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if ( !currentAnimations.empty())
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return;
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if ( !stackToActivate)
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return;
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owner.trySetActivePlayer(stackToActivate->owner);
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setActiveStack(stackToActivate);
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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();
|
|
|
|
}
|