mirror of
https://github.com/vcmi/vcmi.git
synced 2024-12-02 09:02:03 +02:00
f39fbe5151
Filesystem refactor - part 1
895 lines
28 KiB
C++
895 lines
28 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 "BattleWindow.h"
|
|
#include "BattleRenderer.h"
|
|
#include "CreatureAnimation.h"
|
|
|
|
#include "../CPlayerInterface.h"
|
|
#include "../CMusicHandler.h"
|
|
#include "../CGameInfo.h"
|
|
#include "../gui/CGuiHandler.h"
|
|
#include "../render/Colors.h"
|
|
#include "../render/Canvas.h"
|
|
#include "../render/IRenderHandler.h"
|
|
|
|
#include "../../CCallback.h"
|
|
#include "../../lib/spells/ISpellMechanics.h"
|
|
#include "../../lib/battle/BattleAction.h"
|
|
#include "../../lib/battle/BattleHex.h"
|
|
#include "../../lib/CStack.h"
|
|
#include "../../lib/CondSh.h"
|
|
#include "../../lib/TextOperations.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())
|
|
{
|
|
const CCreature *creature = stack->unitType();
|
|
|
|
if (stack->isFrozen())
|
|
animation->setType(ECreatureAnimType::FROZEN);
|
|
else
|
|
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),
|
|
animIDhelper(0)
|
|
{
|
|
//preparing graphics for displaying amounts of creatures
|
|
amountNormal = GH.renderHandler().loadImage(ImagePath::builtin("CMNUMWIN.BMP"), EImageBlitMode::COLORKEY);
|
|
amountPositive = GH.renderHandler().loadImage(ImagePath::builtin("CMNUMWIN.BMP"), EImageBlitMode::COLORKEY);
|
|
amountNegative = GH.renderHandler().loadImage(ImagePath::builtin("CMNUMWIN.BMP"), EImageBlitMode::COLORKEY);
|
|
amountEffNeutral = GH.renderHandler().loadImage(ImagePath::builtin("CMNUMWIN.BMP"), EImageBlitMode::COLORKEY);
|
|
|
|
static const auto shifterNormal = ColorFilter::genRangeShifter( 0.f, 0.f, 0.f, 0.6f, 0.2f, 1.0f );
|
|
static const auto shifterPositive = ColorFilter::genRangeShifter( 0.f, 0.f, 0.f, 0.2f, 1.0f, 0.2f );
|
|
static const auto shifterNegative = ColorFilter::genRangeShifter( 0.f, 0.f, 0.f, 1.0f, 0.2f, 0.2f );
|
|
static const auto shifterNeutral = ColorFilter::genRangeShifter( 0.f, 0.f, 0.f, 1.0f, 1.0f, 0.2f );
|
|
|
|
// do not change border color
|
|
static const int32_t ignoredMask = 1 << 26;
|
|
|
|
amountNormal->adjustPalette(shifterNormal, ignoredMask);
|
|
amountPositive->adjustPalette(shifterPositive, ignoredMask);
|
|
amountNegative->adjustPalette(shifterNegative, ignoredMask);
|
|
amountEffNeutral->adjustPalette(shifterNeutral, ignoredMask);
|
|
|
|
std::vector<const CStack*> stacks = owner.getBattle()->battleGetAllStacks(true);
|
|
for(const CStack * s : stacks)
|
|
{
|
|
stackAdded(s, true);
|
|
}
|
|
}
|
|
|
|
BattleHex BattleStacksController::getStackCurrentPosition(const CStack * stack) const
|
|
{
|
|
if ( !stackAnimation.at(stack->unitId())->isMoving())
|
|
return stack->getPosition();
|
|
|
|
if (stack->hasBonusOfType(BonusType::FLYING) && stackAnimation.at(stack->unitId())->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.getBattle()->battleGetAllStacks(false);
|
|
|
|
for (auto stack : stacks)
|
|
{
|
|
if (stackAnimation.find(stack->unitId()) == stackAnimation.end()) //e.g. for summoned but not yet handled stacks
|
|
continue;
|
|
|
|
//FIXME: hack to ignore ghost stacks
|
|
if ((stackAnimation[stack->unitId()]->getType() == ECreatureAnimType::DEAD || stackAnimation[stack->unitId()]->getType() == ECreatureAnimType::HOLDING) && stack->isGhost())
|
|
continue;
|
|
|
|
auto layer = stackAnimation[stack->unitId()]->isDead() ? EBattleFieldLayer::CORPSES : EBattleFieldLayer::STACKS;
|
|
auto location = getStackCurrentPosition(stack);
|
|
|
|
renderer.insert(layer, location, [this, stack]( BattleRenderer::RendererRef renderer ){
|
|
showStack(renderer, stack);
|
|
});
|
|
|
|
if (stackNeedsAmountBox(stack))
|
|
{
|
|
renderer.insert(EBattleFieldLayer::STACK_AMOUNTS, location, [this, stack]( BattleRenderer::RendererRef renderer ){
|
|
showStackAmountBox(renderer, stack);
|
|
});
|
|
}
|
|
}
|
|
}
|
|
|
|
void BattleStacksController::stackReset(const CStack * stack)
|
|
{
|
|
auto iter = stackAnimation.find(stack->unitId());
|
|
|
|
if(iter == stackAnimation.end())
|
|
{
|
|
logGlobal->error("Unit %d have no animation", stack->unitId());
|
|
return;
|
|
}
|
|
|
|
auto animation = iter->second;
|
|
|
|
if(stack->alive() && animation->isDeadOrDying())
|
|
{
|
|
owner.addToAnimationStage(EAnimationEvents::HIT, [=]()
|
|
{
|
|
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 = 232;
|
|
|
|
stackFacingRight[stack->unitId()] = stack->unitSide() == 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->unitId()] = AnimationControls::getAnimation(turretCreature);
|
|
stackAnimation[stack->unitId()]->pos.h = turretCreatureAnimationHeight;
|
|
stackAnimation[stack->unitId()]->pos.w = stackAnimation[stack->unitId()]->getWidth();
|
|
|
|
// FIXME: workaround for visible animation of Medusa tails (animation disabled in H3)
|
|
if (turretCreature->getId() == CreatureID::MEDUSA )
|
|
stackAnimation[stack->unitId()]->pos.w = 250;
|
|
|
|
coords = owner.siegeController->getTurretCreaturePosition(stack->initialPosition);
|
|
}
|
|
else
|
|
{
|
|
stackAnimation[stack->unitId()] = AnimationControls::getAnimation(stack->unitType());
|
|
stackAnimation[stack->unitId()]->onAnimationReset += std::bind(&onAnimationFinished, stack, stackAnimation[stack->unitId()]);
|
|
stackAnimation[stack->unitId()]->pos.h = stackAnimation[stack->unitId()]->getHeight();
|
|
stackAnimation[stack->unitId()]->pos.w = stackAnimation[stack->unitId()]->getWidth();
|
|
}
|
|
stackAnimation[stack->unitId()]->pos.x = coords.x;
|
|
stackAnimation[stack->unitId()]->pos.y = coords.y;
|
|
stackAnimation[stack->unitId()]->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.addToAnimationStage(EAnimationEvents::HIT, [=]()
|
|
{
|
|
addNewAnim(new ColorTransformAnimation(owner, stack, "summonFadeIn", nullptr));
|
|
if (stack->isClone())
|
|
addNewAnim(new ColorTransformAnimation(owner, stack, "cloning", SpellID(SpellID::CLONE).toSpell() ));
|
|
});
|
|
}
|
|
}
|
|
|
|
void BattleStacksController::setActiveStack(const CStack *stack)
|
|
{
|
|
if (activeStack) // update UI
|
|
stackAnimation[activeStack->unitId()]->setBorderColor(AnimationControls::getNoBorder());
|
|
|
|
activeStack = stack;
|
|
|
|
if (activeStack) // update UI
|
|
stackAnimation[activeStack->unitId()]->setBorderColor(AnimationControls::getGoldBorder());
|
|
|
|
owner.windowObject->blockUI(activeStack == nullptr);
|
|
|
|
if (activeStack)
|
|
stackAmountBoxHidden.clear();
|
|
}
|
|
|
|
bool BattleStacksController::stackNeedsAmountBox(const CStack * stack) const
|
|
{
|
|
//do not show box for singular war machines, stacked war machines with box shown are supported as extension feature
|
|
if(stack->hasBonusOfType(BonusType::SIEGE_WEAPON) && stack->getCount() == 1)
|
|
return false;
|
|
|
|
if(!stack->alive())
|
|
return false;
|
|
|
|
//hide box when target is going to die anyway - do not display "0 creatures"
|
|
if(stack->getCount() == 0)
|
|
return false;
|
|
|
|
// if stack has any ongoing animation - hide the box
|
|
if (stackAmountBoxHidden.count(stack->unitId()))
|
|
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(const auto & spellID : activeSpells)
|
|
{
|
|
auto positiveness = CGI->spells()->getByIndex(spellID)->getPositiveness();
|
|
if(!boost::logic::indeterminate(positiveness))
|
|
{
|
|
if(positiveness)
|
|
effectsPositivness++;
|
|
else
|
|
effectsPositivness--;
|
|
}
|
|
}
|
|
|
|
if (effectsPositivness > 0)
|
|
return amountPositive;
|
|
|
|
if (effectsPositivness < 0)
|
|
return amountNegative;
|
|
|
|
return amountEffNeutral;
|
|
}
|
|
|
|
void BattleStacksController::showStackAmountBox(Canvas & canvas, const CStack * stack)
|
|
{
|
|
auto amountBG = getStackAmountBox(stack);
|
|
|
|
bool doubleWide = stack->doubleWide();
|
|
bool turnedRight = facingRight(stack);
|
|
bool attacker = stack->unitSide() == BattleSide::ATTACKER;
|
|
|
|
BattleHex stackPos = stack->getPosition();
|
|
|
|
// double-wide unit turned around - use opposite hex for stack label
|
|
if (doubleWide && turnedRight != attacker)
|
|
stackPos = stack->occupiedHex();
|
|
|
|
BattleHex frontPos = turnedRight ?
|
|
stackPos.cloneInDirection(BattleHex::RIGHT) :
|
|
stackPos.cloneInDirection(BattleHex::LEFT);
|
|
|
|
bool moveInside = !owner.fieldController->stackCountOutsideHex(frontPos);
|
|
|
|
Point boxPosition;
|
|
|
|
if (moveInside)
|
|
{
|
|
boxPosition = owner.fieldController->hexPositionLocal(stackPos).center() + Point(-15, 1);
|
|
}
|
|
else
|
|
{
|
|
if (turnedRight)
|
|
boxPosition = owner.fieldController->hexPositionLocal(frontPos).center() + Point (-22, 1);
|
|
else
|
|
boxPosition = owner.fieldController->hexPositionLocal(frontPos).center() + Point(-8, -14);
|
|
}
|
|
|
|
Point textPosition = amountBG->dimensions()/2 + boxPosition;
|
|
|
|
canvas.draw(amountBG, boxPosition);
|
|
canvas.drawText(textPosition, EFonts::FONT_TINY, Colors::WHITE, ETextAlignment::CENTER, TextOperations::formatMetric(stack->getCount(), 4));
|
|
}
|
|
|
|
void BattleStacksController::showStack(Canvas & canvas, const CStack * stack)
|
|
{
|
|
ColorFilter fullFilter = ColorFilter::genEmptyShifter();
|
|
for(const auto & filter : stackFilterEffects)
|
|
{
|
|
if (filter.target == stack)
|
|
fullFilter = ColorFilter::genCombined(fullFilter, filter.effect);
|
|
}
|
|
|
|
stackAnimation[stack->unitId()]->nextFrame(canvas, fullFilter, facingRight(stack)); // do actual blit
|
|
}
|
|
|
|
void BattleStacksController::tick(uint32_t msPassed)
|
|
{
|
|
updateHoveredStacks();
|
|
updateBattleAnimations(msPassed);
|
|
}
|
|
|
|
void BattleStacksController::initializeBattleAnimations()
|
|
{
|
|
auto copiedVector = currentAnimations;
|
|
for (auto & elem : copiedVector)
|
|
if (elem && !elem->isInitialized())
|
|
elem->tryInitialize();
|
|
}
|
|
|
|
void BattleStacksController::tickFrameBattleAnimations(uint32_t msPassed)
|
|
{
|
|
for (auto stack : owner.getBattle()->battleGetAllStacks(true))
|
|
{
|
|
if (stackAnimation.find(stack->unitId()) == stackAnimation.end()) //e.g. for summoned but not yet handled stacks
|
|
continue;
|
|
|
|
stackAnimation[stack->unitId()]->incrementFrame(msPassed / 1000.f);
|
|
}
|
|
|
|
// operate on copy - to prevent potential iterator invalidation due to push_back's
|
|
// FIXME? : remove remaining calls to addNewAnim from BattleAnimation::nextFrame (only Catapult explosion at the time of writing)
|
|
|
|
auto copiedVector = currentAnimations;
|
|
for (auto & elem : copiedVector)
|
|
if (elem && elem->isInitialized())
|
|
elem->tick(msPassed);
|
|
}
|
|
|
|
void BattleStacksController::updateBattleAnimations(uint32_t msPassed)
|
|
{
|
|
bool hadAnimations = !currentAnimations.empty();
|
|
initializeBattleAnimations();
|
|
tickFrameBattleAnimations(msPassed);
|
|
vstd::erase(currentAnimations, nullptr);
|
|
|
|
if (currentAnimations.empty())
|
|
owner.executeStagedAnimations();
|
|
|
|
if (hadAnimations && currentAnimations.empty())
|
|
owner.onAnimationsFinished();
|
|
|
|
initializeBattleAnimations();
|
|
}
|
|
|
|
void BattleStacksController::addNewAnim(BattleAnimation *anim)
|
|
{
|
|
if (currentAnimations.empty())
|
|
stackAmountBoxHidden.clear();
|
|
|
|
owner.onAnimationsStarted();
|
|
currentAnimations.push_back(anim);
|
|
|
|
auto stackAnimation = dynamic_cast<BattleStackAnimation*>(anim);
|
|
if(stackAnimation)
|
|
stackAmountBoxHidden.insert(stackAnimation->stack->unitId());
|
|
}
|
|
|
|
void BattleStacksController::stackRemoved(uint32_t stackID)
|
|
{
|
|
if (getActiveStack() && getActiveStack()->unitId() == stackID)
|
|
setActiveStack(nullptr);
|
|
}
|
|
|
|
void BattleStacksController::stacksAreAttacked(std::vector<StackAttackedInfo> attackedInfos)
|
|
{
|
|
owner.addToAnimationStage(EAnimationEvents::HIT, [=](){
|
|
// 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;
|
|
|
|
// Another type of indirect attack - dragon breath
|
|
if (!CStack::isMeleeAttackPossible(attackedInfo.attacker, attackedInfo.defender))
|
|
continue;
|
|
|
|
// defender need to face in direction opposited to out attacker
|
|
bool needsReverse = shouldAttackFacingRight(attackedInfo.attacker, attackedInfo.defender) == facingRight(attackedInfo.defender);
|
|
|
|
// FIXME: this check is better, however not usable since stacksAreAttacked is called after net pack is applyed - petrification is already removed
|
|
// if (needsReverse && !attackedInfo.defender->isFrozen())
|
|
if (needsReverse && stackAnimation[attackedInfo.defender->unitId()]->getType() != ECreatureAnimType::FROZEN)
|
|
{
|
|
owner.addToAnimationStage(EAnimationEvents::MOVEMENT, [=]()
|
|
{
|
|
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.addToAnimationStage(usedEvent, [=]()
|
|
{
|
|
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, AudioPath::builtin("FIRESHIE"), attackedInfo.attacker->getPosition());
|
|
|
|
if (attackedInfo.spellEffect != SpellID::NONE)
|
|
{
|
|
auto spell = attackedInfo.spellEffect.toSpell();
|
|
if (!spell->getCastSound().empty())
|
|
CCS->soundh->playSound(spell->getCastSound());
|
|
|
|
|
|
owner.displaySpellEffect(spell, attackedInfo.defender->getPosition());
|
|
}
|
|
});
|
|
}
|
|
|
|
for (auto & attackedInfo : attackedInfos)
|
|
{
|
|
if (attackedInfo.rebirth)
|
|
{
|
|
owner.addToAnimationStage(EAnimationEvents::AFTER_HIT, [=](){
|
|
owner.effectsController->displayEffect(EBattleEffect::RESURRECT, AudioPath::builtin("RESURECT"), attackedInfo.defender->getPosition());
|
|
addNewAnim(new ResurrectionAnimation(owner, attackedInfo.defender));
|
|
});
|
|
}
|
|
|
|
if (attackedInfo.killed && attackedInfo.defender->summoned)
|
|
{
|
|
owner.addToAnimationStage(EAnimationEvents::AFTER_HIT, [=](){
|
|
addNewAnim(new ColorTransformAnimation(owner, attackedInfo.defender, "summonFadeOut", nullptr));
|
|
stackRemoved(attackedInfo.defender->unitId());
|
|
});
|
|
}
|
|
}
|
|
owner.executeStagedAnimations();
|
|
owner.waitForAnimations();
|
|
}
|
|
|
|
void BattleStacksController::stackTeleported(const CStack *stack, std::vector<BattleHex> destHex, int distance)
|
|
{
|
|
assert(destHex.size() > 0);
|
|
//owner.checkForAnimations(); // NOTE: at this point spellcast animations were added, but not executed
|
|
|
|
owner.addToAnimationStage(EAnimationEvents::HIT, [=](){
|
|
addNewAnim( new ColorTransformAnimation(owner, stack, "teleportFadeOut", nullptr) );
|
|
});
|
|
|
|
owner.addToAnimationStage(EAnimationEvents::AFTER_HIT, [=](){
|
|
stackAnimation[stack->unitId()]->pos.moveTo(getStackPositionAtHex(destHex.back(), stack));
|
|
addNewAnim( new ColorTransformAnimation(owner, stack, "teleportFadeIn", nullptr) );
|
|
});
|
|
|
|
// animations will be executed by spell
|
|
}
|
|
|
|
void BattleStacksController::stackMoved(const CStack *stack, std::vector<BattleHex> destHex, int distance)
|
|
{
|
|
assert(destHex.size() > 0);
|
|
owner.checkForAnimations();
|
|
|
|
if(shouldRotate(stack, stack->getPosition(), destHex[0]))
|
|
{
|
|
owner.addToAnimationStage(EAnimationEvents::ROTATE, [&]()
|
|
{
|
|
addNewAnim(new ReverseAnimation(owner, stack, stack->getPosition()));
|
|
});
|
|
}
|
|
|
|
owner.addToAnimationStage(EAnimationEvents::MOVE_START, [&]()
|
|
{
|
|
addNewAnim(new MovementStartAnimation(owner, stack));
|
|
});
|
|
|
|
if (!stack->hasBonus(Selector::typeSubtype(BonusType::FLYING, 1)))
|
|
{
|
|
owner.addToAnimationStage(EAnimationEvents::MOVEMENT, [&]()
|
|
{
|
|
addNewAnim(new MovementAnimation(owner, stack, destHex, distance));
|
|
});
|
|
}
|
|
|
|
owner.addToAnimationStage(EAnimationEvents::MOVE_END, [&]()
|
|
{
|
|
addNewAnim(new MovementEndAnimation(owner, stack, destHex.back()));
|
|
});
|
|
|
|
owner.executeStagedAnimations();
|
|
owner.waitForAnimations();
|
|
}
|
|
|
|
bool BattleStacksController::shouldAttackFacingRight(const CStack * attacker, const CStack * defender)
|
|
{
|
|
bool mustReverse = owner.getBattle()->isToReverse(attacker, defender);
|
|
|
|
if (attacker->unitSide() == BattleSide::ATTACKER)
|
|
return !mustReverse;
|
|
else
|
|
return mustReverse;
|
|
}
|
|
|
|
void BattleStacksController::stackAttacking( const StackAttackInfo & info )
|
|
{
|
|
owner.checkForAnimations();
|
|
|
|
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.addToAnimationStage(EAnimationEvents::MOVEMENT, [=]()
|
|
{
|
|
addNewAnim(new ReverseAnimation(owner, attacker, attacker->getPosition()));
|
|
});
|
|
}
|
|
|
|
if(info.lucky)
|
|
{
|
|
owner.addToAnimationStage(EAnimationEvents::BEFORE_HIT, [=]() {
|
|
owner.appendBattleLog(info.attacker->formatGeneralMessage(-45));
|
|
owner.effectsController->displayEffect(EBattleEffect::GOOD_LUCK, AudioPath::builtin("GOODLUCK"), attacker->getPosition());
|
|
});
|
|
}
|
|
|
|
if(info.unlucky)
|
|
{
|
|
owner.addToAnimationStage(EAnimationEvents::BEFORE_HIT, [=]() {
|
|
owner.appendBattleLog(info.attacker->formatGeneralMessage(-44));
|
|
owner.effectsController->displayEffect(EBattleEffect::BAD_LUCK, AudioPath::builtin("BADLUCK"), attacker->getPosition());
|
|
});
|
|
}
|
|
|
|
if(info.deathBlow)
|
|
{
|
|
owner.addToAnimationStage(EAnimationEvents::BEFORE_HIT, [=]() {
|
|
owner.appendBattleLog(info.attacker->formatGeneralMessage(365));
|
|
owner.effectsController->displayEffect(EBattleEffect::DEATH_BLOW, AudioPath::builtin("DEATHBLO"), defender->getPosition());
|
|
});
|
|
|
|
for(auto elem : info.secondaryDefender)
|
|
{
|
|
owner.addToAnimationStage(EAnimationEvents::BEFORE_HIT, [=]() {
|
|
owner.effectsController->displayEffect(EBattleEffect::DEATH_BLOW, elem->getPosition());
|
|
});
|
|
}
|
|
}
|
|
|
|
owner.addToAnimationStage(EAnimationEvents::ATTACK, [=]()
|
|
{
|
|
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.addToAnimationStage(EAnimationEvents::HIT, [=]()
|
|
{
|
|
owner.displaySpellHit(spellEffect.toSpell(), tile);
|
|
});
|
|
}
|
|
|
|
if (info.lifeDrain)
|
|
{
|
|
owner.addToAnimationStage(EAnimationEvents::AFTER_HIT, [=]()
|
|
{
|
|
owner.effectsController->displayEffect(EBattleEffect::DRAIN_LIFE, AudioPath::builtin("DRAINLIF"), attacker->getPosition());
|
|
});
|
|
}
|
|
|
|
//return, animation playback will be handled by stacksAreAttacked
|
|
}
|
|
|
|
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)
|
|
{
|
|
owner.checkForAnimations();
|
|
|
|
//check if we should reverse stacks
|
|
TStacks stacks = owner.getBattle()->battleGetStacks(CPlayerBattleCallback::MINE_AND_ENEMY);
|
|
|
|
for (const CStack *s : stacks)
|
|
{
|
|
bool shouldFaceRight = s && s->unitSide() == BattleSide::ATTACKER;
|
|
|
|
if (s && facingRight(s) != shouldFaceRight && s->alive() && stackAnimation[s->unitId()]->isIdle())
|
|
{
|
|
addNewAnim(new ReverseAnimation(owner, s, s->getPosition()));
|
|
}
|
|
}
|
|
owner.executeStagedAnimations();
|
|
owner.waitForAnimations();
|
|
|
|
stackAmountBoxHidden.clear();
|
|
|
|
owner.windowObject->blockUI(activeStack == nullptr);
|
|
removeExpiredColorFilters();
|
|
}
|
|
|
|
void BattleStacksController::startAction(const BattleAction & action)
|
|
{
|
|
removeExpiredColorFilters();
|
|
}
|
|
|
|
void BattleStacksController::stackActivated(const CStack *stack)
|
|
{
|
|
stackToActivate = stack;
|
|
owner.waitForAnimations();
|
|
logAnim->debug("Activating next stack");
|
|
owner.activateStack();
|
|
}
|
|
|
|
void BattleStacksController::deactivateStack()
|
|
{
|
|
if (!activeStack) {
|
|
return;
|
|
}
|
|
stackToActivate = activeStack;
|
|
setActiveStack(nullptr);
|
|
}
|
|
|
|
void BattleStacksController::activateStack()
|
|
{
|
|
if ( !currentAnimations.empty())
|
|
return;
|
|
|
|
if ( !stackToActivate)
|
|
return;
|
|
|
|
owner.trySetActivePlayer(stackToActivate->unitOwner());
|
|
|
|
setActiveStack(stackToActivate);
|
|
stackToActivate = nullptr;
|
|
|
|
const CStack * s = getActiveStack();
|
|
if(!s)
|
|
return;
|
|
}
|
|
|
|
const CStack* BattleStacksController::getActiveStack() const
|
|
{
|
|
return activeStack;
|
|
}
|
|
|
|
bool BattleStacksController::facingRight(const CStack * stack) const
|
|
{
|
|
return stackFacingRight.at(stack->unitId());
|
|
}
|
|
|
|
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(-189, -139); // position of creature in topleft corner
|
|
static const int imageShiftX = 29; // 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->unitSide() == BattleSide::ATTACKER)
|
|
{
|
|
if(facingRight(stack))
|
|
ret.x -= 44;
|
|
}
|
|
else
|
|
{
|
|
if(!facingRight(stack))
|
|
ret.x += 44;
|
|
}
|
|
}
|
|
}
|
|
//returning
|
|
return ret;
|
|
}
|
|
|
|
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)
|
|
{
|
|
if (filter.source && !filter.target->hasBonus(Selector::source(BonusSource::SPELL_EFFECT, filter.source->id), Selector::all))
|
|
return true;
|
|
if (filter.effect == ColorFilter::genEmptyShifter())
|
|
return true;
|
|
}
|
|
return false;
|
|
});
|
|
}
|
|
|
|
void BattleStacksController::updateHoveredStacks()
|
|
{
|
|
auto newStacks = selectHoveredStacks();
|
|
|
|
for(const auto * stack : mouseHoveredStacks)
|
|
{
|
|
if (vstd::contains(newStacks, stack))
|
|
continue;
|
|
|
|
if (stack == activeStack)
|
|
stackAnimation[stack->unitId()]->setBorderColor(AnimationControls::getGoldBorder());
|
|
else
|
|
stackAnimation[stack->unitId()]->setBorderColor(AnimationControls::getNoBorder());
|
|
}
|
|
|
|
for(const auto * stack : newStacks)
|
|
{
|
|
if (vstd::contains(mouseHoveredStacks, stack))
|
|
continue;
|
|
|
|
stackAnimation[stack->unitId()]->setBorderColor(AnimationControls::getBlueBorder());
|
|
if (stackAnimation[stack->unitId()]->framesInGroup(ECreatureAnimType::MOUSEON) > 0 && stack->alive() && !stack->isFrozen())
|
|
stackAnimation[stack->unitId()]->playOnce(ECreatureAnimType::MOUSEON);
|
|
}
|
|
|
|
mouseHoveredStacks = newStacks;
|
|
}
|
|
|
|
std::vector<const CStack *> BattleStacksController::selectHoveredStacks()
|
|
{
|
|
// only allow during our turn - do not try to highlight creatures while they are in the middle of actions
|
|
if (!activeStack)
|
|
return {};
|
|
|
|
if(owner.hasAnimations())
|
|
return {};
|
|
|
|
auto hoveredQueueUnitId = owner.windowObject->getQueueHoveredUnitId();
|
|
if(hoveredQueueUnitId.has_value())
|
|
{
|
|
return { owner.getBattle()->battleGetStackByID(hoveredQueueUnitId.value(), true) };
|
|
}
|
|
|
|
auto hoveredHex = owner.fieldController->getHoveredHex();
|
|
|
|
if (!hoveredHex.isValid())
|
|
return {};
|
|
|
|
const spells::Caster *caster = nullptr;
|
|
const CSpell *spell = nullptr;
|
|
|
|
spells::Mode mode = owner.actionsController->getCurrentCastMode();
|
|
spell = owner.actionsController->getCurrentSpell(hoveredHex);
|
|
caster = owner.actionsController->getCurrentSpellcaster();
|
|
|
|
if(caster && spell && owner.actionsController->currentActionSpellcasting(hoveredHex) ) //when casting spell
|
|
{
|
|
spells::Target target;
|
|
target.emplace_back(hoveredHex);
|
|
|
|
spells::BattleCast event(owner.getBattle().get(), caster, mode, spell);
|
|
auto mechanics = spell->battleMechanics(&event);
|
|
return mechanics->getAffectedStacks(target);
|
|
}
|
|
|
|
if(hoveredHex.isValid())
|
|
{
|
|
const CStack * const stack = owner.getBattle()->battleGetStackByPos(hoveredHex, true);
|
|
|
|
if (stack)
|
|
return {stack};
|
|
}
|
|
|
|
return {};
|
|
}
|
|
|
|
const std::vector<uint32_t> BattleStacksController::getHoveredStacksUnitIds() const
|
|
{
|
|
auto result = std::vector<uint32_t>();
|
|
for(const auto * stack : mouseHoveredStacks)
|
|
{
|
|
result.push_back(stack->unitId());
|
|
}
|
|
|
|
return result;
|
|
}
|