mirror of
https://github.com/vcmi/vcmi.git
synced 2024-11-28 08:48:48 +02:00
909 lines
30 KiB
C++
909 lines
30 KiB
C++
/*
|
|
* BattleStacksController.cpp, part of VCMI engine
|
|
*
|
|
* Authors: listed in file AUTHORS in main folder
|
|
*
|
|
* License: GNU General Public License v2.0 or later
|
|
* Full text of license available in license.txt file, in main folder
|
|
*
|
|
*/
|
|
#include "StdInc.h"
|
|
#include "BattleStacksController.h"
|
|
|
|
#include "BattleSiegeController.h"
|
|
#include "BattleInterfaceClasses.h"
|
|
#include "BattleInterface.h"
|
|
#include "BattleActionsController.h"
|
|
#include "BattleAnimationClasses.h"
|
|
#include "BattleFieldController.h"
|
|
#include "BattleEffectsController.h"
|
|
#include "BattleProjectileController.h"
|
|
#include "BattleControlPanel.h"
|
|
#include "BattleRenderer.h"
|
|
#include "CreatureAnimation.h"
|
|
|
|
#include "../CPlayerInterface.h"
|
|
#include "../CMusicHandler.h"
|
|
#include "../CGameInfo.h"
|
|
#include "../gui/CAnimation.h"
|
|
#include "../gui/CGuiHandler.h"
|
|
#include "../gui/Canvas.h"
|
|
#include "../../lib/spells/ISpellMechanics.h"
|
|
|
|
#include "../../CCallback.h"
|
|
#include "../../lib/battle/BattleHex.h"
|
|
#include "../../lib/CGameState.h"
|
|
#include "../../lib/CStack.h"
|
|
#include "../../lib/CondSh.h"
|
|
|
|
static void onAnimationFinished(const CStack *stack, std::weak_ptr<CreatureAnimation> anim)
|
|
{
|
|
std::shared_ptr<CreatureAnimation> animation = anim.lock();
|
|
if(!animation)
|
|
return;
|
|
|
|
if (!stack->isFrozen() && animation->getType() == ECreatureAnimType::FROZEN)
|
|
animation->setType(ECreatureAnimType::HOLDING);
|
|
|
|
if (animation->isIdle())
|
|
{
|
|
if (stack->isFrozen())
|
|
animation->setType(ECreatureAnimType::FROZEN);
|
|
|
|
const CCreature *creature = stack->getCreature();
|
|
|
|
if (animation->framesInGroup(ECreatureAnimType::MOUSEON) > 0)
|
|
{
|
|
if (CRandomGenerator::getDefault().nextDouble(99.0) < creature->animation.timeBetweenFidgets *10)
|
|
animation->playOnce(ECreatureAnimType::MOUSEON);
|
|
else
|
|
animation->setType(ECreatureAnimType::HOLDING);
|
|
}
|
|
else
|
|
{
|
|
animation->setType(ECreatureAnimType::HOLDING);
|
|
}
|
|
}
|
|
// always reset callback
|
|
animation->onAnimationReset += std::bind(&onAnimationFinished, stack, anim);
|
|
}
|
|
|
|
BattleStacksController::BattleStacksController(BattleInterface & owner):
|
|
owner(owner),
|
|
activeStack(nullptr),
|
|
stackToActivate(nullptr),
|
|
selectedStack(nullptr),
|
|
stackCanCastSpell(false),
|
|
creatureSpellToCast(uint32_t(-1)),
|
|
animIDhelper(0)
|
|
{
|
|
//preparing graphics for displaying amounts of creatures
|
|
amountNormal = IImage::createFromFile("CMNUMWIN.BMP");
|
|
amountPositive = IImage::createFromFile("CMNUMWIN.BMP");
|
|
amountNegative = IImage::createFromFile("CMNUMWIN.BMP");
|
|
amountEffNeutral = IImage::createFromFile("CMNUMWIN.BMP");
|
|
|
|
static const auto shifterNormal = ColorFilter::genRangeShifter( 0,0,0, 0.6, 0.2, 1.0 );
|
|
static const auto shifterPositive = ColorFilter::genRangeShifter( 0,0,0, 0.2, 1.0, 0.2 );
|
|
static const auto shifterNegative = ColorFilter::genRangeShifter( 0,0,0, 1.0, 0.2, 0.2 );
|
|
static const auto shifterNeutral = ColorFilter::genRangeShifter( 0,0,0, 1.0, 1.0, 0.2 );
|
|
|
|
amountNormal->adjustPalette(shifterNormal);
|
|
amountPositive->adjustPalette(shifterPositive);
|
|
amountNegative->adjustPalette(shifterNegative);
|
|
amountEffNeutral->adjustPalette(shifterNeutral);
|
|
|
|
//Restore border color {255, 231, 132, 255} to its original state
|
|
amountNormal->resetPalette(26);
|
|
amountPositive->resetPalette(26);
|
|
amountNegative->resetPalette(26);
|
|
amountEffNeutral->resetPalette(26);
|
|
|
|
std::vector<const CStack*> stacks = owner.curInt->cb->battleGetAllStacks(true);
|
|
for(const CStack * s : stacks)
|
|
{
|
|
stackAdded(s, true);
|
|
}
|
|
}
|
|
|
|
BattleHex BattleStacksController::getStackCurrentPosition(const CStack * stack) const
|
|
{
|
|
if ( !stackAnimation.at(stack->ID)->isMoving())
|
|
return stack->getPosition();
|
|
|
|
if (stack->hasBonusOfType(Bonus::FLYING) && stackAnimation.at(stack->ID)->getType() == ECreatureAnimType::MOVING )
|
|
return BattleHex::HEX_AFTER_ALL;
|
|
|
|
for (auto & anim : currentAnimations)
|
|
{
|
|
// certainly ugly workaround but fixes quite annoying bug
|
|
// stack position will be updated only *after* movement is finished
|
|
// before this - stack is always at its initial position. Thus we need to find
|
|
// its current position. Which can be found only in this class
|
|
if (StackMoveAnimation *move = dynamic_cast<StackMoveAnimation*>(anim))
|
|
{
|
|
if (move->stack == stack)
|
|
return std::max(move->prevHex, move->nextHex);
|
|
}
|
|
}
|
|
return stack->getPosition();
|
|
}
|
|
|
|
void BattleStacksController::collectRenderableObjects(BattleRenderer & renderer)
|
|
{
|
|
auto stacks = owner.curInt->cb->battleGetAllStacks(false);
|
|
|
|
for (auto stack : stacks)
|
|
{
|
|
if (stackAnimation.find(stack->ID) == stackAnimation.end()) //e.g. for summoned but not yet handled stacks
|
|
continue;
|
|
|
|
//FIXME: hack to ignore ghost stacks
|
|
if ((stackAnimation[stack->ID]->getType() == ECreatureAnimType::DEAD || stackAnimation[stack->ID]->getType() == ECreatureAnimType::HOLDING) && stack->isGhost())
|
|
continue;
|
|
|
|
auto layer = stackAnimation[stack->ID]->isDead() ? EBattleFieldLayer::CORPSES : EBattleFieldLayer::STACKS;
|
|
auto location = getStackCurrentPosition(stack);
|
|
|
|
renderer.insert(layer, location, [this, stack]( BattleRenderer::RendererRef renderer ){
|
|
showStack(renderer, stack);
|
|
});
|
|
|
|
if (stackNeedsAmountBox(stack))
|
|
{
|
|
renderer.insert(EBattleFieldLayer::STACK_AMOUNTS, location, [this, stack]( BattleRenderer::RendererRef renderer ){
|
|
showStackAmountBox(renderer, stack);
|
|
});
|
|
}
|
|
}
|
|
}
|
|
|
|
void BattleStacksController::stackReset(const CStack * stack)
|
|
{
|
|
assert(owner.getAnimationCondition(EAnimationEvents::ACTION) == false);
|
|
|
|
//reset orientation?
|
|
//stackFacingRight[stack->ID] = stack->side == BattleSide::ATTACKER;
|
|
|
|
auto iter = stackAnimation.find(stack->ID);
|
|
|
|
if(iter == stackAnimation.end())
|
|
{
|
|
logGlobal->error("Unit %d have no animation", stack->ID);
|
|
return;
|
|
}
|
|
|
|
auto animation = iter->second;
|
|
|
|
if(stack->alive() && animation->isDeadOrDying())
|
|
{
|
|
owner.executeOnAnimationCondition(EAnimationEvents::HIT, true, [=]()
|
|
{
|
|
addNewAnim(new ResurrectionAnimation(owner, stack));
|
|
});
|
|
}
|
|
}
|
|
|
|
void BattleStacksController::stackAdded(const CStack * stack, bool instant)
|
|
{
|
|
// Tower shooters have only their upper half visible
|
|
static const int turretCreatureAnimationHeight = 225;
|
|
|
|
stackFacingRight[stack->ID] = stack->side == BattleSide::ATTACKER; // must be set before getting stack position
|
|
|
|
Point coords = getStackPositionAtHex(stack->getPosition(), stack);
|
|
|
|
if(stack->initialPosition < 0) //turret
|
|
{
|
|
assert(owner.siegeController);
|
|
|
|
const CCreature *turretCreature = owner.siegeController->getTurretCreature();
|
|
|
|
stackAnimation[stack->ID] = AnimationControls::getAnimation(turretCreature);
|
|
stackAnimation[stack->ID]->pos.h = turretCreatureAnimationHeight;
|
|
|
|
coords = owner.siegeController->getTurretCreaturePosition(stack->initialPosition);
|
|
}
|
|
else
|
|
{
|
|
stackAnimation[stack->ID] = AnimationControls::getAnimation(stack->getCreature());
|
|
stackAnimation[stack->ID]->onAnimationReset += std::bind(&onAnimationFinished, stack, stackAnimation[stack->ID]);
|
|
stackAnimation[stack->ID]->pos.h = stackAnimation[stack->ID]->getHeight();
|
|
}
|
|
stackAnimation[stack->ID]->pos.x = coords.x;
|
|
stackAnimation[stack->ID]->pos.y = coords.y;
|
|
stackAnimation[stack->ID]->pos.w = stackAnimation[stack->ID]->getWidth();
|
|
stackAnimation[stack->ID]->setType(ECreatureAnimType::HOLDING);
|
|
|
|
if (!instant)
|
|
{
|
|
// immediately make stack transparent, giving correct shifter time to start
|
|
auto shifterFade = ColorFilter::genAlphaShifter(0);
|
|
setStackColorFilter(shifterFade, stack, nullptr, true);
|
|
|
|
owner.executeOnAnimationCondition(EAnimationEvents::HIT, true, [=]()
|
|
{
|
|
addNewAnim(ColorTransformAnimation::summonAnimation(owner, stack));
|
|
if (stack->isClone())
|
|
addNewAnim(ColorTransformAnimation::cloneAnimation(owner, stack, SpellID(SpellID::CLONE).toSpell()));
|
|
});
|
|
}
|
|
}
|
|
|
|
void BattleStacksController::setActiveStack(const CStack *stack)
|
|
{
|
|
if (activeStack) // update UI
|
|
stackAnimation[activeStack->ID]->setBorderColor(AnimationControls::getNoBorder());
|
|
|
|
activeStack = stack;
|
|
|
|
if (activeStack) // update UI
|
|
stackAnimation[activeStack->ID]->setBorderColor(AnimationControls::getGoldBorder());
|
|
|
|
owner.controlPanel->blockUI(activeStack == nullptr);
|
|
}
|
|
|
|
bool BattleStacksController::stackNeedsAmountBox(const CStack * stack) const
|
|
{
|
|
BattleHex currentActionTarget;
|
|
if(owner.curInt->curAction)
|
|
{
|
|
auto target = owner.curInt->curAction->getTarget(owner.curInt->cb.get());
|
|
if(!target.empty())
|
|
currentActionTarget = target.at(0).hexValue;
|
|
}
|
|
|
|
if(stack->hasBonusOfType(Bonus::SIEGE_WEAPON) && stack->getCount() == 1) //do not show box for singular war machines, stacked war machines with box shown are supported as extension feature
|
|
return false;
|
|
|
|
if(!stack->alive())
|
|
return false;
|
|
|
|
if(stack->getCount() == 0) //hide box when target is going to die anyway - do not display "0 creatures"
|
|
return false;
|
|
|
|
for(auto anim : currentAnimations) //no matter what other conditions below are, hide box when creature is playing hit animation
|
|
{
|
|
auto hitAnimation = dynamic_cast<DefenceAnimation*>(anim);
|
|
if(hitAnimation && (hitAnimation->stack->ID == stack->ID))
|
|
return false;
|
|
}
|
|
|
|
if(owner.curInt->curAction)
|
|
{
|
|
if(owner.curInt->curAction->stackNumber == stack->ID) //stack is currently taking action (is not a target of another creature's action etc)
|
|
{
|
|
if(owner.curInt->curAction->actionType == EActionType::WALK || owner.curInt->curAction->actionType == EActionType::SHOOT) //hide when stack walks or shoots
|
|
return false;
|
|
|
|
else if(owner.curInt->curAction->actionType == EActionType::WALK_AND_ATTACK && currentActionTarget != stack->getPosition()) //when attacking, hide until walk phase finished
|
|
return false;
|
|
}
|
|
|
|
if(owner.curInt->curAction->actionType == EActionType::SHOOT && currentActionTarget == stack->getPosition()) //hide if we are ranged attack target
|
|
return false;
|
|
}
|
|
return true;
|
|
}
|
|
|
|
std::shared_ptr<IImage> BattleStacksController::getStackAmountBox(const CStack * stack)
|
|
{
|
|
std::vector<si32> activeSpells = stack->activeSpells();
|
|
|
|
if ( activeSpells.empty())
|
|
return amountNormal;
|
|
|
|
int effectsPositivness = 0;
|
|
|
|
for ( auto const & spellID : activeSpells)
|
|
effectsPositivness += CGI->spellh->objects.at(spellID)->positiveness;
|
|
|
|
if (effectsPositivness > 0)
|
|
return amountPositive;
|
|
|
|
if (effectsPositivness < 0)
|
|
return amountNegative;
|
|
|
|
return amountEffNeutral;
|
|
}
|
|
|
|
void BattleStacksController::showStackAmountBox(Canvas & canvas, const CStack * stack)
|
|
{
|
|
//blitting amount background box
|
|
auto amountBG = getStackAmountBox(stack);
|
|
|
|
const int sideShift = stack->side == BattleSide::ATTACKER ? 1 : -1;
|
|
const int reverseSideShift = stack->side == BattleSide::ATTACKER ? -1 : 1;
|
|
const BattleHex nextPos = stack->getPosition() + sideShift;
|
|
const bool edge = stack->getPosition() % GameConstants::BFIELD_WIDTH == (stack->side == BattleSide::ATTACKER ? GameConstants::BFIELD_WIDTH - 2 : 1);
|
|
const bool moveInside = !edge && !owner.fieldController->stackCountOutsideHex(nextPos);
|
|
|
|
int xAdd = (stack->side == BattleSide::ATTACKER ? 220 : 202) +
|
|
(stack->doubleWide() ? 44 : 0) * sideShift +
|
|
(moveInside ? amountBG->width() + 10 : 0) * reverseSideShift;
|
|
int yAdd = 260 + ((stack->side == BattleSide::ATTACKER || moveInside) ? 0 : -15);
|
|
|
|
canvas.draw(amountBG, stackAnimation[stack->ID]->pos.topLeft() + Point(xAdd, yAdd));
|
|
|
|
//blitting amount
|
|
Point textPos = stackAnimation[stack->ID]->pos.topLeft() + amountBG->dimensions()/2 + Point(xAdd, yAdd);
|
|
|
|
canvas.drawText(textPos, EFonts::FONT_TINY, Colors::WHITE, ETextAlignment::CENTER, makeNumberShort(stack->getCount()));
|
|
}
|
|
|
|
void BattleStacksController::showStack(Canvas & canvas, const CStack * stack)
|
|
{
|
|
ColorFilter fullFilter = ColorFilter::genEmptyShifter();
|
|
for (auto const & filter : stackFilterEffects)
|
|
{
|
|
if (filter.target == stack)
|
|
fullFilter = ColorFilter::genCombined(fullFilter, filter.effect);
|
|
}
|
|
|
|
bool stackHasProjectile = owner.projectilesController->hasActiveProjectile(stack, true);
|
|
|
|
if (stackHasProjectile)
|
|
stackAnimation[stack->ID]->pause();
|
|
else
|
|
stackAnimation[stack->ID]->play();
|
|
|
|
stackAnimation[stack->ID]->nextFrame(canvas, fullFilter, facingRight(stack)); // do actual blit
|
|
stackAnimation[stack->ID]->incrementFrame(float(GH.mainFPSmng->getElapsedMilliseconds()) / 1000);
|
|
}
|
|
|
|
void BattleStacksController::update()
|
|
{
|
|
updateHoveredStacks();
|
|
updateBattleAnimations();
|
|
}
|
|
|
|
void BattleStacksController::updateBattleAnimations()
|
|
{
|
|
for (auto & elem : currentAnimations)
|
|
{
|
|
if (!elem)
|
|
continue;
|
|
|
|
if (elem->isInitialized())
|
|
elem->nextFrame();
|
|
else
|
|
elem->tryInitialize();
|
|
}
|
|
|
|
bool hadAnimations = !currentAnimations.empty();
|
|
vstd::erase(currentAnimations, nullptr);
|
|
|
|
if (hadAnimations && currentAnimations.empty())
|
|
{
|
|
//anims ended
|
|
owner.setAnimationCondition(EAnimationEvents::ACTION, false);
|
|
}
|
|
}
|
|
|
|
void BattleStacksController::addNewAnim(BattleAnimation *anim)
|
|
{
|
|
currentAnimations.push_back(anim);
|
|
owner.setAnimationCondition(EAnimationEvents::ACTION, true);
|
|
}
|
|
|
|
void BattleStacksController::stackRemoved(uint32_t stackID)
|
|
{
|
|
if (getActiveStack() && getActiveStack()->ID == stackID)
|
|
{
|
|
BattleAction *action = new BattleAction();
|
|
action->side = owner.defendingHeroInstance ? (owner.curInt->playerID == owner.defendingHeroInstance->tempOwner) : false;
|
|
action->actionType = EActionType::CANCEL;
|
|
action->stackNumber = getActiveStack()->ID;
|
|
owner.givenCommand.setn(action);
|
|
setActiveStack(nullptr);
|
|
}
|
|
}
|
|
|
|
void BattleStacksController::stacksAreAttacked(std::vector<StackAttackedInfo> attackedInfos)
|
|
{
|
|
owner.executeOnAnimationCondition(EAnimationEvents::HIT, true, [=](){
|
|
// remove any potentially erased petrification effect
|
|
removeExpiredColorFilters();
|
|
});
|
|
|
|
for(auto & attackedInfo : attackedInfos)
|
|
{
|
|
if (!attackedInfo.attacker)
|
|
continue;
|
|
|
|
// In H3, attacked stack will not reverse on ranged attack
|
|
if (attackedInfo.indirectAttack)
|
|
continue;
|
|
|
|
// defender need to face in direction opposited to out attacker
|
|
bool needsReverse = shouldAttackFacingRight(attackedInfo.attacker, attackedInfo.defender) == facingRight(attackedInfo.defender);
|
|
|
|
if (needsReverse && !attackedInfo.defender->isFrozen())
|
|
{
|
|
owner.executeOnAnimationCondition(EAnimationEvents::MOVEMENT, true, [=]()
|
|
{
|
|
addNewAnim(new ReverseAnimation(owner, attackedInfo.defender, attackedInfo.defender->getPosition()));
|
|
});
|
|
}
|
|
}
|
|
|
|
for(auto & attackedInfo : attackedInfos)
|
|
{
|
|
bool useDeathAnim = attackedInfo.killed;
|
|
bool useDefenceAnim = attackedInfo.defender->defendingAnim && !attackedInfo.indirectAttack && !attackedInfo.killed;
|
|
|
|
EAnimationEvents usedEvent = useDefenceAnim ? EAnimationEvents::ATTACK : EAnimationEvents::HIT;
|
|
|
|
owner.executeOnAnimationCondition(usedEvent, true, [=]()
|
|
{
|
|
if (useDeathAnim)
|
|
addNewAnim(new DeathAnimation(owner, attackedInfo.defender, attackedInfo.indirectAttack));
|
|
else if(useDefenceAnim)
|
|
addNewAnim(new DefenceAnimation(owner, attackedInfo.defender));
|
|
else
|
|
addNewAnim(new HittedAnimation(owner, attackedInfo.defender));
|
|
|
|
if (attackedInfo.fireShield)
|
|
owner.effectsController->displayEffect(EBattleEffect::FIRE_SHIELD, soundBase::FIRESHIE, attackedInfo.attacker->getPosition());
|
|
|
|
if (attackedInfo.spellEffect != SpellID::NONE)
|
|
owner.displaySpellEffect(attackedInfo.spellEffect, attackedInfo.defender->getPosition());
|
|
});
|
|
}
|
|
|
|
for (auto & attackedInfo : attackedInfos)
|
|
{
|
|
if (attackedInfo.rebirth)
|
|
{
|
|
owner.executeOnAnimationCondition(EAnimationEvents::AFTER_HIT, true, [=](){
|
|
owner.effectsController->displayEffect(EBattleEffect::RESURRECT, soundBase::RESURECT, attackedInfo.defender->getPosition());
|
|
addNewAnim(new ResurrectionAnimation(owner, attackedInfo.defender));
|
|
});
|
|
}
|
|
|
|
if (attackedInfo.killed && attackedInfo.defender->summoned)
|
|
{
|
|
owner.executeOnAnimationCondition(EAnimationEvents::AFTER_HIT, true, [=](){
|
|
addNewAnim(ColorTransformAnimation::fadeOutAnimation(owner, attackedInfo.defender));
|
|
stackRemoved(attackedInfo.defender->ID);
|
|
});
|
|
}
|
|
}
|
|
executeAttackAnimations();
|
|
}
|
|
|
|
void BattleStacksController::stackTeleported(const CStack *stack, std::vector<BattleHex> destHex, int distance)
|
|
{
|
|
assert(destHex.size() > 0);
|
|
assert(owner.getAnimationCondition(EAnimationEvents::ACTION) == false);
|
|
|
|
owner.executeOnAnimationCondition(EAnimationEvents::HIT, true, [=](){
|
|
addNewAnim( ColorTransformAnimation::teleportOutAnimation(owner, stack) );
|
|
});
|
|
|
|
owner.executeOnAnimationCondition(EAnimationEvents::AFTER_HIT, true, [=](){
|
|
stackAnimation[stack->ID]->pos.moveTo(getStackPositionAtHex(destHex.back(), stack));
|
|
addNewAnim( ColorTransformAnimation::teleportInAnimation(owner, stack) );
|
|
});
|
|
|
|
// animations will be executed by spell
|
|
}
|
|
|
|
void BattleStacksController::stackMoved(const CStack *stack, std::vector<BattleHex> destHex, int distance)
|
|
{
|
|
assert(destHex.size() > 0);
|
|
assert(owner.getAnimationCondition(EAnimationEvents::ACTION) == false);
|
|
|
|
if(shouldRotate(stack, stack->getPosition(), destHex[0]))
|
|
{
|
|
addNewAnim(new ReverseAnimation(owner, stack, stack->getPosition()));
|
|
owner.waitForAnimationCondition(EAnimationEvents::ACTION, false);
|
|
}
|
|
|
|
addNewAnim(new MovementStartAnimation(owner, stack));
|
|
owner.waitForAnimationCondition(EAnimationEvents::ACTION, false);
|
|
|
|
// if creature can teleport, e.g Devils - skip movement animation
|
|
if (!stack->hasBonus(Selector::typeSubtype(Bonus::FLYING, 1)) )
|
|
{
|
|
addNewAnim(new MovementAnimation(owner, stack, destHex, distance));
|
|
owner.waitForAnimationCondition(EAnimationEvents::ACTION, false);
|
|
}
|
|
|
|
addNewAnim(new MovementEndAnimation(owner, stack, destHex.back()));
|
|
owner.waitForAnimationCondition(EAnimationEvents::ACTION, false);
|
|
}
|
|
|
|
bool BattleStacksController::shouldAttackFacingRight(const CStack * attacker, const CStack * defender)
|
|
{
|
|
bool mustReverse = owner.curInt->cb->isToReverse(
|
|
attacker->getPosition(),
|
|
attacker,
|
|
defender);
|
|
|
|
if (attacker->side == BattleSide::ATTACKER)
|
|
return !mustReverse;
|
|
else
|
|
return mustReverse;
|
|
}
|
|
|
|
void BattleStacksController::stackAttacking( const StackAttackInfo & info )
|
|
{
|
|
assert(owner.getAnimationCondition(EAnimationEvents::ACTION) == false);
|
|
|
|
auto attacker = info.attacker;
|
|
auto defender = info.defender;
|
|
auto tile = info.tile;
|
|
auto spellEffect = info.spellEffect;
|
|
auto multiAttack = !info.secondaryDefender.empty();
|
|
bool needsReverse = false;
|
|
|
|
if (info.indirectAttack)
|
|
{
|
|
needsReverse = shouldRotate(attacker, attacker->position, info.tile);
|
|
}
|
|
else
|
|
{
|
|
needsReverse = shouldAttackFacingRight(attacker, defender) != facingRight(attacker);
|
|
}
|
|
|
|
if (needsReverse)
|
|
{
|
|
owner.executeOnAnimationCondition(EAnimationEvents::MOVEMENT, true, [=]()
|
|
{
|
|
addNewAnim(new ReverseAnimation(owner, attacker, attacker->getPosition()));
|
|
});
|
|
}
|
|
|
|
if(info.lucky)
|
|
{
|
|
owner.executeOnAnimationCondition(EAnimationEvents::BEFORE_HIT, true, [=]() {
|
|
owner.controlPanel->console->addText(info.attacker->formatGeneralMessage(-45));
|
|
owner.effectsController->displayEffect(EBattleEffect::GOOD_LUCK, soundBase::GOODLUCK, attacker->getPosition());
|
|
});
|
|
}
|
|
|
|
if(info.unlucky)
|
|
{
|
|
owner.executeOnAnimationCondition(EAnimationEvents::BEFORE_HIT, true, [=]() {
|
|
owner.controlPanel->console->addText(info.attacker->formatGeneralMessage(-44));
|
|
owner.effectsController->displayEffect(EBattleEffect::BAD_LUCK, soundBase::BADLUCK, attacker->getPosition());
|
|
});
|
|
}
|
|
|
|
if(info.deathBlow)
|
|
{
|
|
owner.executeOnAnimationCondition(EAnimationEvents::BEFORE_HIT, true, [=]() {
|
|
owner.controlPanel->console->addText(info.attacker->formatGeneralMessage(365));
|
|
owner.effectsController->displayEffect(EBattleEffect::DEATH_BLOW, soundBase::deathBlow, defender->getPosition());
|
|
});
|
|
|
|
for(auto elem : info.secondaryDefender)
|
|
{
|
|
owner.executeOnAnimationCondition(EAnimationEvents::BEFORE_HIT, true, [=]() {
|
|
owner.effectsController->displayEffect(EBattleEffect::DEATH_BLOW, elem->getPosition());
|
|
});
|
|
}
|
|
}
|
|
|
|
owner.executeOnAnimationCondition(EAnimationEvents::ATTACK, true, [=]()
|
|
{
|
|
if (info.indirectAttack)
|
|
{
|
|
addNewAnim(new ShootingAnimation(owner, attacker, tile, defender));
|
|
}
|
|
else
|
|
{
|
|
addNewAnim(new MeleeAttackAnimation(owner, attacker, tile, defender, multiAttack));
|
|
}
|
|
});
|
|
|
|
if (info.spellEffect != SpellID::NONE)
|
|
{
|
|
owner.executeOnAnimationCondition(EAnimationEvents::HIT, true, [=]()
|
|
{
|
|
owner.displaySpellHit(spellEffect, tile);
|
|
});
|
|
}
|
|
|
|
if (info.lifeDrain)
|
|
{
|
|
owner.executeOnAnimationCondition(EAnimationEvents::AFTER_HIT, true, [=]()
|
|
{
|
|
owner.effectsController->displayEffect(EBattleEffect::DRAIN_LIFE, soundBase::DRAINLIF, attacker->getPosition());
|
|
});
|
|
}
|
|
|
|
//return, animation playback will be handled by stacksAreAttacked
|
|
}
|
|
|
|
void BattleStacksController::executeAttackAnimations()
|
|
{
|
|
owner.setAnimationCondition(EAnimationEvents::MOVEMENT, true);
|
|
owner.waitForAnimationCondition(EAnimationEvents::ACTION, false);
|
|
owner.setAnimationCondition(EAnimationEvents::MOVEMENT, false);
|
|
|
|
owner.setAnimationCondition(EAnimationEvents::BEFORE_HIT, true);
|
|
owner.waitForAnimationCondition(EAnimationEvents::ACTION, false);
|
|
owner.setAnimationCondition(EAnimationEvents::BEFORE_HIT, false);
|
|
|
|
owner.setAnimationCondition(EAnimationEvents::ATTACK, true);
|
|
owner.waitForAnimationCondition(EAnimationEvents::ACTION, false);
|
|
owner.setAnimationCondition(EAnimationEvents::ATTACK, false);
|
|
|
|
// Note that HIT event can also be emitted by attack animation
|
|
owner.setAnimationCondition(EAnimationEvents::HIT, true);
|
|
owner.waitForAnimationCondition(EAnimationEvents::ACTION, false);
|
|
owner.setAnimationCondition(EAnimationEvents::HIT, false);
|
|
|
|
owner.setAnimationCondition(EAnimationEvents::AFTER_HIT, true);
|
|
owner.waitForAnimationCondition(EAnimationEvents::ACTION, false);
|
|
owner.setAnimationCondition(EAnimationEvents::AFTER_HIT, false);
|
|
|
|
owner.waitForAnimationCondition(EAnimationEvents::ACTION, false);
|
|
}
|
|
|
|
bool BattleStacksController::shouldRotate(const CStack * stack, const BattleHex & oldPos, const BattleHex & nextHex) const
|
|
{
|
|
Point begPosition = getStackPositionAtHex(oldPos,stack);
|
|
Point endPosition = getStackPositionAtHex(nextHex, stack);
|
|
|
|
if((begPosition.x > endPosition.x) && facingRight(stack))
|
|
return true;
|
|
else if((begPosition.x < endPosition.x) && !facingRight(stack))
|
|
return true;
|
|
|
|
return false;
|
|
}
|
|
|
|
void BattleStacksController::endAction(const BattleAction* action)
|
|
{
|
|
assert(owner.getAnimationCondition(EAnimationEvents::ACTION) == false);
|
|
|
|
//check if we should reverse stacks
|
|
TStacks stacks = owner.curInt->cb->battleGetStacks(CBattleCallback::MINE_AND_ENEMY);
|
|
|
|
for (const CStack *s : stacks)
|
|
{
|
|
bool shouldFaceRight = s && s->side == BattleSide::ATTACKER;
|
|
|
|
if (s && facingRight(s) != shouldFaceRight && s->alive() && stackAnimation[s->ID]->isIdle())
|
|
{
|
|
addNewAnim(new ReverseAnimation(owner, s, s->getPosition()));
|
|
}
|
|
}
|
|
owner.waitForAnimationCondition(EAnimationEvents::ACTION, false);
|
|
|
|
//Ensure that all animation flags were reset
|
|
assert(owner.getAnimationCondition(EAnimationEvents::OPENING) == false);
|
|
assert(owner.getAnimationCondition(EAnimationEvents::ACTION) == false);
|
|
assert(owner.getAnimationCondition(EAnimationEvents::MOVEMENT) == false);
|
|
assert(owner.getAnimationCondition(EAnimationEvents::ATTACK) == false);
|
|
assert(owner.getAnimationCondition(EAnimationEvents::HIT) == false);
|
|
assert(owner.getAnimationCondition(EAnimationEvents::PROJECTILES) == false);
|
|
|
|
owner.controlPanel->blockUI(activeStack == nullptr);
|
|
removeExpiredColorFilters();
|
|
}
|
|
|
|
void BattleStacksController::startAction(const BattleAction* action)
|
|
{
|
|
removeExpiredColorFilters();
|
|
}
|
|
|
|
void BattleStacksController::stackActivated(const CStack *stack) //TODO: check it all before game state is changed due to abilities
|
|
{
|
|
stackToActivate = stack;
|
|
owner.waitForAnimationCondition(EAnimationEvents::ACTION, false);
|
|
owner.activateStack();
|
|
}
|
|
|
|
void BattleStacksController::activateStack() //TODO: check it all before game state is changed due to abilities
|
|
{
|
|
if ( !currentAnimations.empty())
|
|
return;
|
|
|
|
if ( !stackToActivate)
|
|
return;
|
|
|
|
owner.trySetActivePlayer(stackToActivate->owner);
|
|
|
|
setActiveStack(stackToActivate);
|
|
stackToActivate = nullptr;
|
|
|
|
const CStack * s = getActiveStack();
|
|
if(!s)
|
|
return;
|
|
|
|
//set casting flag to true if creature can use it to not check it every time
|
|
const auto spellcaster = s->getBonusLocalFirst(Selector::type()(Bonus::SPELLCASTER));
|
|
const auto randomSpellcaster = s->getBonusLocalFirst(Selector::type()(Bonus::RANDOM_SPELLCASTER));
|
|
if(s->canCast() && (spellcaster || randomSpellcaster))
|
|
{
|
|
stackCanCastSpell = true;
|
|
if(randomSpellcaster)
|
|
creatureSpellToCast = -1; //spell will be set later on cast
|
|
else
|
|
creatureSpellToCast = owner.curInt->cb->battleGetRandomStackSpell(CRandomGenerator::getDefault(), s, CBattleInfoCallback::RANDOM_AIMED); //faerie dragon can cast only one spell until their next move
|
|
//TODO: what if creature can cast BOTH random genie spell and aimed spell?
|
|
//TODO: faerie dragon type spell should be selected by server
|
|
}
|
|
else
|
|
{
|
|
stackCanCastSpell = false;
|
|
creatureSpellToCast = -1;
|
|
}
|
|
}
|
|
|
|
void BattleStacksController::setSelectedStack(const CStack *stack)
|
|
{
|
|
selectedStack = stack;
|
|
}
|
|
|
|
const CStack* BattleStacksController::getSelectedStack() const
|
|
{
|
|
return selectedStack;
|
|
}
|
|
|
|
const CStack* BattleStacksController::getActiveStack() const
|
|
{
|
|
return activeStack;
|
|
}
|
|
|
|
bool BattleStacksController::facingRight(const CStack * stack) const
|
|
{
|
|
return stackFacingRight.at(stack->ID);
|
|
}
|
|
|
|
bool BattleStacksController::activeStackSpellcaster()
|
|
{
|
|
return stackCanCastSpell;
|
|
}
|
|
|
|
SpellID BattleStacksController::activeStackSpellToCast()
|
|
{
|
|
if (!stackCanCastSpell)
|
|
return SpellID::NONE;
|
|
return SpellID(creatureSpellToCast);
|
|
}
|
|
|
|
Point BattleStacksController::getStackPositionAtHex(BattleHex hexNum, const CStack * stack) const
|
|
{
|
|
Point ret(-500, -500); //returned value
|
|
if(stack && stack->initialPosition < 0) //creatures in turrets
|
|
return owner.siegeController->getTurretCreaturePosition(stack->initialPosition);
|
|
|
|
static const Point basePos(-190, -139); // position of creature in topleft corner
|
|
static const int imageShiftX = 30; // X offset to base pos for facing right stacks, negative for facing left
|
|
|
|
ret.x = basePos.x + 22 * ( (hexNum.getY() + 1)%2 ) + 44 * hexNum.getX();
|
|
ret.y = basePos.y + 42 * hexNum.getY();
|
|
|
|
if (stack)
|
|
{
|
|
if(facingRight(stack))
|
|
ret.x += imageShiftX;
|
|
else
|
|
ret.x -= imageShiftX;
|
|
|
|
//shifting position for double - hex creatures
|
|
if(stack->doubleWide())
|
|
{
|
|
if(stack->side == BattleSide::ATTACKER)
|
|
{
|
|
if(facingRight(stack))
|
|
ret.x -= 44;
|
|
}
|
|
else
|
|
{
|
|
if(!facingRight(stack))
|
|
ret.x += 44;
|
|
}
|
|
}
|
|
}
|
|
//returning
|
|
return ret + owner.pos.topLeft();
|
|
}
|
|
|
|
void BattleStacksController::setStackColorFilter(const ColorFilter & effect, const CStack * target, const CSpell * source, bool persistent)
|
|
{
|
|
for (auto & filter : stackFilterEffects)
|
|
{
|
|
if (filter.target == target && filter.source == source)
|
|
{
|
|
filter.effect = effect;
|
|
filter.persistent = persistent;
|
|
return;
|
|
}
|
|
}
|
|
stackFilterEffects.push_back({ effect, target, source, persistent });
|
|
}
|
|
|
|
void BattleStacksController::removeExpiredColorFilters()
|
|
{
|
|
vstd::erase_if(stackFilterEffects, [&](const BattleStackFilterEffect & filter)
|
|
{
|
|
if (filter.persistent)
|
|
return false;
|
|
if (filter.effect == ColorFilter::genEmptyShifter())
|
|
return false;
|
|
if (filter.source && filter.target->hasBonus(Selector::source(Bonus::SPELL_EFFECT, filter.source->id)))
|
|
return false;
|
|
return true;
|
|
});
|
|
}
|
|
|
|
void BattleStacksController::updateHoveredStacks()
|
|
{
|
|
auto newStacks = selectHoveredStacks();
|
|
|
|
for (auto const * stack : mouseHoveredStacks)
|
|
{
|
|
if (vstd::contains(newStacks, stack))
|
|
continue;
|
|
|
|
if (stack == activeStack)
|
|
stackAnimation[stack->ID]->setBorderColor(AnimationControls::getGoldBorder());
|
|
else
|
|
stackAnimation[stack->ID]->setBorderColor(AnimationControls::getNoBorder());
|
|
}
|
|
|
|
for (auto const * stack : newStacks)
|
|
{
|
|
if (vstd::contains(mouseHoveredStacks, stack))
|
|
continue;
|
|
|
|
stackAnimation[stack->ID]->setBorderColor(AnimationControls::getBlueBorder());
|
|
if (stackAnimation[stack->ID]->framesInGroup(ECreatureAnimType::MOUSEON) > 0)
|
|
stackAnimation[stack->ID]->playOnce(ECreatureAnimType::MOUSEON);
|
|
|
|
}
|
|
|
|
mouseHoveredStacks = newStacks;
|
|
}
|
|
|
|
std::vector<const CStack *> BattleStacksController::selectHoveredStacks()
|
|
{
|
|
auto hoveredHex = owner.fieldController->getHoveredHex();
|
|
|
|
if (!hoveredHex.isValid())
|
|
return {};
|
|
|
|
const spells::Caster *caster = nullptr;
|
|
const CSpell *spell = nullptr;
|
|
|
|
spells::Mode mode = spells::Mode::HERO;
|
|
|
|
if(owner.actionsController->spellcastingModeActive())//hero casts spell
|
|
{
|
|
spell = owner.actionsController->selectedSpell().toSpell();
|
|
caster = owner.getActiveHero();
|
|
}
|
|
else if(owner.stacksController->activeStackSpellToCast() != SpellID::NONE)//stack casts spell
|
|
{
|
|
spell = SpellID(owner.stacksController->activeStackSpellToCast()).toSpell();
|
|
caster = owner.stacksController->getActiveStack();
|
|
mode = spells::Mode::CREATURE_ACTIVE;
|
|
}
|
|
|
|
if(caster && spell) //when casting spell
|
|
{
|
|
spells::Target target;
|
|
target.emplace_back(hoveredHex);
|
|
|
|
spells::BattleCast event(owner.curInt->cb.get(), caster, mode, spell);
|
|
auto mechanics = spell->battleMechanics(&event);
|
|
return mechanics->getAffectedStacks(target);
|
|
}
|
|
|
|
if(hoveredHex.isValid())
|
|
{
|
|
const CStack * const stack = owner.curInt->cb->battleGetStackByPos(hoveredHex, true);
|
|
|
|
if (stack)
|
|
return {stack};
|
|
}
|
|
|
|
return {};
|
|
}
|