BattleStacksController.cpp 28 KB

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  1. /*
  2. * BattleStacksController.cpp, part of VCMI engine
  3. *
  4. * Authors: listed in file AUTHORS in main folder
  5. *
  6. * License: GNU General Public License v2.0 or later
  7. * Full text of license available in license.txt file, in main folder
  8. *
  9. */
  10. #include "StdInc.h"
  11. #include "BattleStacksController.h"
  12. #include "BattleSiegeController.h"
  13. #include "BattleInterfaceClasses.h"
  14. #include "BattleInterface.h"
  15. #include "BattleActionsController.h"
  16. #include "BattleAnimationClasses.h"
  17. #include "BattleFieldController.h"
  18. #include "BattleEffectsController.h"
  19. #include "BattleProjectileController.h"
  20. #include "BattleWindow.h"
  21. #include "BattleRenderer.h"
  22. #include "CreatureAnimation.h"
  23. #include "../CPlayerInterface.h"
  24. #include "../CMusicHandler.h"
  25. #include "../CGameInfo.h"
  26. #include "../gui/CGuiHandler.h"
  27. #include "../render/Colors.h"
  28. #include "../render/Canvas.h"
  29. #include "../render/IRenderHandler.h"
  30. #include "../../CCallback.h"
  31. #include "../../lib/spells/ISpellMechanics.h"
  32. #include "../../lib/battle/BattleAction.h"
  33. #include "../../lib/battle/BattleHex.h"
  34. #include "../../lib/CStack.h"
  35. #include "../../lib/CondSh.h"
  36. #include "../../lib/TextOperations.h"
  37. static void onAnimationFinished(const CStack *stack, std::weak_ptr<CreatureAnimation> anim)
  38. {
  39. std::shared_ptr<CreatureAnimation> animation = anim.lock();
  40. if(!animation)
  41. return;
  42. if (!stack->isFrozen() && animation->getType() == ECreatureAnimType::FROZEN)
  43. animation->setType(ECreatureAnimType::HOLDING);
  44. if (animation->isIdle())
  45. {
  46. const CCreature *creature = stack->unitType();
  47. if (stack->isFrozen())
  48. animation->setType(ECreatureAnimType::FROZEN);
  49. else
  50. if (animation->framesInGroup(ECreatureAnimType::MOUSEON) > 0)
  51. {
  52. if (CRandomGenerator::getDefault().nextDouble(99.0) < creature->animation.timeBetweenFidgets *10)
  53. animation->playOnce(ECreatureAnimType::MOUSEON);
  54. else
  55. animation->setType(ECreatureAnimType::HOLDING);
  56. }
  57. else
  58. {
  59. animation->setType(ECreatureAnimType::HOLDING);
  60. }
  61. }
  62. // always reset callback
  63. animation->onAnimationReset += std::bind(&onAnimationFinished, stack, anim);
  64. }
  65. BattleStacksController::BattleStacksController(BattleInterface & owner):
  66. owner(owner),
  67. activeStack(nullptr),
  68. stackToActivate(nullptr),
  69. animIDhelper(0)
  70. {
  71. //preparing graphics for displaying amounts of creatures
  72. amountNormal = GH.renderHandler().loadImage(ImagePath::builtin("CMNUMWIN.BMP"), EImageBlitMode::COLORKEY);
  73. amountPositive = GH.renderHandler().loadImage(ImagePath::builtin("CMNUMWIN.BMP"), EImageBlitMode::COLORKEY);
  74. amountNegative = GH.renderHandler().loadImage(ImagePath::builtin("CMNUMWIN.BMP"), EImageBlitMode::COLORKEY);
  75. amountEffNeutral = GH.renderHandler().loadImage(ImagePath::builtin("CMNUMWIN.BMP"), EImageBlitMode::COLORKEY);
  76. static const auto shifterNormal = ColorFilter::genRangeShifter( 0.f, 0.f, 0.f, 0.6f, 0.2f, 1.0f );
  77. static const auto shifterPositive = ColorFilter::genRangeShifter( 0.f, 0.f, 0.f, 0.2f, 1.0f, 0.2f );
  78. static const auto shifterNegative = ColorFilter::genRangeShifter( 0.f, 0.f, 0.f, 1.0f, 0.2f, 0.2f );
  79. static const auto shifterNeutral = ColorFilter::genRangeShifter( 0.f, 0.f, 0.f, 1.0f, 1.0f, 0.2f );
  80. // do not change border color
  81. static const int32_t ignoredMask = 1 << 26;
  82. amountNormal->adjustPalette(shifterNormal, ignoredMask);
  83. amountPositive->adjustPalette(shifterPositive, ignoredMask);
  84. amountNegative->adjustPalette(shifterNegative, ignoredMask);
  85. amountEffNeutral->adjustPalette(shifterNeutral, ignoredMask);
  86. std::vector<const CStack*> stacks = owner.curInt->cb->battleGetAllStacks(true);
  87. for(const CStack * s : stacks)
  88. {
  89. stackAdded(s, true);
  90. }
  91. }
  92. BattleHex BattleStacksController::getStackCurrentPosition(const CStack * stack) const
  93. {
  94. if ( !stackAnimation.at(stack->unitId())->isMoving())
  95. return stack->getPosition();
  96. if (stack->hasBonusOfType(BonusType::FLYING) && stackAnimation.at(stack->unitId())->getType() == ECreatureAnimType::MOVING )
  97. return BattleHex::HEX_AFTER_ALL;
  98. for (auto & anim : currentAnimations)
  99. {
  100. // certainly ugly workaround but fixes quite annoying bug
  101. // stack position will be updated only *after* movement is finished
  102. // before this - stack is always at its initial position. Thus we need to find
  103. // its current position. Which can be found only in this class
  104. if (StackMoveAnimation *move = dynamic_cast<StackMoveAnimation*>(anim))
  105. {
  106. if (move->stack == stack)
  107. return std::max(move->prevHex, move->nextHex);
  108. }
  109. }
  110. return stack->getPosition();
  111. }
  112. void BattleStacksController::collectRenderableObjects(BattleRenderer & renderer)
  113. {
  114. auto stacks = owner.curInt->cb->battleGetAllStacks(false);
  115. for (auto stack : stacks)
  116. {
  117. if (stackAnimation.find(stack->unitId()) == stackAnimation.end()) //e.g. for summoned but not yet handled stacks
  118. continue;
  119. //FIXME: hack to ignore ghost stacks
  120. if ((stackAnimation[stack->unitId()]->getType() == ECreatureAnimType::DEAD || stackAnimation[stack->unitId()]->getType() == ECreatureAnimType::HOLDING) && stack->isGhost())
  121. continue;
  122. auto layer = stackAnimation[stack->unitId()]->isDead() ? EBattleFieldLayer::CORPSES : EBattleFieldLayer::STACKS;
  123. auto location = getStackCurrentPosition(stack);
  124. renderer.insert(layer, location, [this, stack]( BattleRenderer::RendererRef renderer ){
  125. showStack(renderer, stack);
  126. });
  127. if (stackNeedsAmountBox(stack))
  128. {
  129. renderer.insert(EBattleFieldLayer::STACK_AMOUNTS, location, [this, stack]( BattleRenderer::RendererRef renderer ){
  130. showStackAmountBox(renderer, stack);
  131. });
  132. }
  133. }
  134. }
  135. void BattleStacksController::stackReset(const CStack * stack)
  136. {
  137. auto iter = stackAnimation.find(stack->unitId());
  138. if(iter == stackAnimation.end())
  139. {
  140. logGlobal->error("Unit %d have no animation", stack->unitId());
  141. return;
  142. }
  143. auto animation = iter->second;
  144. if(stack->alive() && animation->isDeadOrDying())
  145. {
  146. owner.addToAnimationStage(EAnimationEvents::HIT, [=]()
  147. {
  148. addNewAnim(new ResurrectionAnimation(owner, stack));
  149. });
  150. }
  151. }
  152. void BattleStacksController::stackAdded(const CStack * stack, bool instant)
  153. {
  154. // Tower shooters have only their upper half visible
  155. static const int turretCreatureAnimationHeight = 232;
  156. stackFacingRight[stack->unitId()] = stack->unitSide() == BattleSide::ATTACKER; // must be set before getting stack position
  157. Point coords = getStackPositionAtHex(stack->getPosition(), stack);
  158. if(stack->initialPosition < 0) //turret
  159. {
  160. assert(owner.siegeController);
  161. const CCreature *turretCreature = owner.siegeController->getTurretCreature();
  162. stackAnimation[stack->unitId()] = AnimationControls::getAnimation(turretCreature);
  163. stackAnimation[stack->unitId()]->pos.h = turretCreatureAnimationHeight;
  164. stackAnimation[stack->unitId()]->pos.w = stackAnimation[stack->unitId()]->getWidth();
  165. // FIXME: workaround for visible animation of Medusa tails (animation disabled in H3)
  166. if (turretCreature->getId() == CreatureID::MEDUSA )
  167. stackAnimation[stack->unitId()]->pos.w = 250;
  168. coords = owner.siegeController->getTurretCreaturePosition(stack->initialPosition);
  169. }
  170. else
  171. {
  172. stackAnimation[stack->unitId()] = AnimationControls::getAnimation(stack->unitType());
  173. stackAnimation[stack->unitId()]->onAnimationReset += std::bind(&onAnimationFinished, stack, stackAnimation[stack->unitId()]);
  174. stackAnimation[stack->unitId()]->pos.h = stackAnimation[stack->unitId()]->getHeight();
  175. stackAnimation[stack->unitId()]->pos.w = stackAnimation[stack->unitId()]->getWidth();
  176. }
  177. stackAnimation[stack->unitId()]->pos.x = coords.x;
  178. stackAnimation[stack->unitId()]->pos.y = coords.y;
  179. stackAnimation[stack->unitId()]->setType(ECreatureAnimType::HOLDING);
  180. if (!instant)
  181. {
  182. // immediately make stack transparent, giving correct shifter time to start
  183. auto shifterFade = ColorFilter::genAlphaShifter(0);
  184. setStackColorFilter(shifterFade, stack, nullptr, true);
  185. owner.addToAnimationStage(EAnimationEvents::HIT, [=]()
  186. {
  187. addNewAnim(new ColorTransformAnimation(owner, stack, "summonFadeIn", nullptr));
  188. if (stack->isClone())
  189. addNewAnim(new ColorTransformAnimation(owner, stack, "cloning", SpellID(SpellID::CLONE).toSpell() ));
  190. });
  191. }
  192. }
  193. void BattleStacksController::setActiveStack(const CStack *stack)
  194. {
  195. if (activeStack) // update UI
  196. stackAnimation[activeStack->unitId()]->setBorderColor(AnimationControls::getNoBorder());
  197. activeStack = stack;
  198. if (activeStack) // update UI
  199. stackAnimation[activeStack->unitId()]->setBorderColor(AnimationControls::getGoldBorder());
  200. owner.windowObject->blockUI(activeStack == nullptr);
  201. if (activeStack)
  202. stackAmountBoxHidden.clear();
  203. }
  204. bool BattleStacksController::stackNeedsAmountBox(const CStack * stack) const
  205. {
  206. //do not show box for singular war machines, stacked war machines with box shown are supported as extension feature
  207. if(stack->hasBonusOfType(BonusType::SIEGE_WEAPON) && stack->getCount() == 1)
  208. return false;
  209. if(!stack->alive())
  210. return false;
  211. //hide box when target is going to die anyway - do not display "0 creatures"
  212. if(stack->getCount() == 0)
  213. return false;
  214. // if stack has any ongoing animation - hide the box
  215. if (stackAmountBoxHidden.count(stack->unitId()))
  216. return false;
  217. return true;
  218. }
  219. std::shared_ptr<IImage> BattleStacksController::getStackAmountBox(const CStack * stack)
  220. {
  221. std::vector<si32> activeSpells = stack->activeSpells();
  222. if ( activeSpells.empty())
  223. return amountNormal;
  224. int effectsPositivness = 0;
  225. for(const auto & spellID : activeSpells)
  226. {
  227. auto positiveness = CGI->spells()->getByIndex(spellID)->getPositiveness();
  228. if(!boost::logic::indeterminate(positiveness))
  229. {
  230. if(positiveness)
  231. effectsPositivness++;
  232. else
  233. effectsPositivness--;
  234. }
  235. }
  236. if (effectsPositivness > 0)
  237. return amountPositive;
  238. if (effectsPositivness < 0)
  239. return amountNegative;
  240. return amountEffNeutral;
  241. }
  242. void BattleStacksController::showStackAmountBox(Canvas & canvas, const CStack * stack)
  243. {
  244. auto amountBG = getStackAmountBox(stack);
  245. bool doubleWide = stack->doubleWide();
  246. bool turnedRight = facingRight(stack);
  247. bool attacker = stack->unitSide() == BattleSide::ATTACKER;
  248. BattleHex stackPos = stack->getPosition();
  249. // double-wide unit turned around - use opposite hex for stack label
  250. if (doubleWide && turnedRight != attacker)
  251. stackPos = stack->occupiedHex();
  252. BattleHex frontPos = turnedRight ?
  253. stackPos.cloneInDirection(BattleHex::RIGHT) :
  254. stackPos.cloneInDirection(BattleHex::LEFT);
  255. bool moveInside = !owner.fieldController->stackCountOutsideHex(frontPos);
  256. Point boxPosition;
  257. if (moveInside)
  258. {
  259. boxPosition = owner.fieldController->hexPositionLocal(stackPos).center() + Point(-15, 1);
  260. }
  261. else
  262. {
  263. if (turnedRight)
  264. boxPosition = owner.fieldController->hexPositionLocal(frontPos).center() + Point (-22, 1);
  265. else
  266. boxPosition = owner.fieldController->hexPositionLocal(frontPos).center() + Point(-8, -14);
  267. }
  268. Point textPosition = amountBG->dimensions()/2 + boxPosition;
  269. canvas.draw(amountBG, boxPosition);
  270. canvas.drawText(textPosition, EFonts::FONT_TINY, Colors::WHITE, ETextAlignment::CENTER, TextOperations::formatMetric(stack->getCount(), 4));
  271. }
  272. void BattleStacksController::showStack(Canvas & canvas, const CStack * stack)
  273. {
  274. ColorFilter fullFilter = ColorFilter::genEmptyShifter();
  275. for(const auto & filter : stackFilterEffects)
  276. {
  277. if (filter.target == stack)
  278. fullFilter = ColorFilter::genCombined(fullFilter, filter.effect);
  279. }
  280. stackAnimation[stack->unitId()]->nextFrame(canvas, fullFilter, facingRight(stack)); // do actual blit
  281. }
  282. void BattleStacksController::tick(uint32_t msPassed)
  283. {
  284. updateHoveredStacks();
  285. updateBattleAnimations(msPassed);
  286. }
  287. void BattleStacksController::initializeBattleAnimations()
  288. {
  289. auto copiedVector = currentAnimations;
  290. for (auto & elem : copiedVector)
  291. if (elem && !elem->isInitialized())
  292. elem->tryInitialize();
  293. }
  294. void BattleStacksController::tickFrameBattleAnimations(uint32_t msPassed)
  295. {
  296. for (auto stack : owner.curInt->cb->battleGetAllStacks(true))
  297. {
  298. if (stackAnimation.find(stack->unitId()) == stackAnimation.end()) //e.g. for summoned but not yet handled stacks
  299. continue;
  300. stackAnimation[stack->unitId()]->incrementFrame(msPassed / 1000.f);
  301. }
  302. // operate on copy - to prevent potential iterator invalidation due to push_back's
  303. // FIXME? : remove remaining calls to addNewAnim from BattleAnimation::nextFrame (only Catapult explosion at the time of writing)
  304. auto copiedVector = currentAnimations;
  305. for (auto & elem : copiedVector)
  306. if (elem && elem->isInitialized())
  307. elem->tick(msPassed);
  308. }
  309. void BattleStacksController::updateBattleAnimations(uint32_t msPassed)
  310. {
  311. bool hadAnimations = !currentAnimations.empty();
  312. initializeBattleAnimations();
  313. tickFrameBattleAnimations(msPassed);
  314. vstd::erase(currentAnimations, nullptr);
  315. if (currentAnimations.empty())
  316. owner.executeStagedAnimations();
  317. if (hadAnimations && currentAnimations.empty())
  318. owner.onAnimationsFinished();
  319. initializeBattleAnimations();
  320. }
  321. void BattleStacksController::addNewAnim(BattleAnimation *anim)
  322. {
  323. if (currentAnimations.empty())
  324. stackAmountBoxHidden.clear();
  325. owner.onAnimationsStarted();
  326. currentAnimations.push_back(anim);
  327. auto stackAnimation = dynamic_cast<BattleStackAnimation*>(anim);
  328. if(stackAnimation)
  329. stackAmountBoxHidden.insert(stackAnimation->stack->unitId());
  330. }
  331. void BattleStacksController::stackRemoved(uint32_t stackID)
  332. {
  333. if (getActiveStack() && getActiveStack()->unitId() == stackID)
  334. setActiveStack(nullptr);
  335. }
  336. void BattleStacksController::stacksAreAttacked(std::vector<StackAttackedInfo> attackedInfos)
  337. {
  338. owner.addToAnimationStage(EAnimationEvents::HIT, [=](){
  339. // remove any potentially erased petrification effect
  340. removeExpiredColorFilters();
  341. });
  342. for(auto & attackedInfo : attackedInfos)
  343. {
  344. if (!attackedInfo.attacker)
  345. continue;
  346. // In H3, attacked stack will not reverse on ranged attack
  347. if (attackedInfo.indirectAttack)
  348. continue;
  349. // Another type of indirect attack - dragon breath
  350. if (!CStack::isMeleeAttackPossible(attackedInfo.attacker, attackedInfo.defender))
  351. continue;
  352. // defender need to face in direction opposited to out attacker
  353. bool needsReverse = shouldAttackFacingRight(attackedInfo.attacker, attackedInfo.defender) == facingRight(attackedInfo.defender);
  354. // FIXME: this check is better, however not usable since stacksAreAttacked is called after net pack is applyed - petrification is already removed
  355. // if (needsReverse && !attackedInfo.defender->isFrozen())
  356. if (needsReverse && stackAnimation[attackedInfo.defender->unitId()]->getType() != ECreatureAnimType::FROZEN)
  357. {
  358. owner.addToAnimationStage(EAnimationEvents::MOVEMENT, [=]()
  359. {
  360. addNewAnim(new ReverseAnimation(owner, attackedInfo.defender, attackedInfo.defender->getPosition()));
  361. });
  362. }
  363. }
  364. for(auto & attackedInfo : attackedInfos)
  365. {
  366. bool useDeathAnim = attackedInfo.killed;
  367. bool useDefenceAnim = attackedInfo.defender->defendingAnim && !attackedInfo.indirectAttack && !attackedInfo.killed;
  368. EAnimationEvents usedEvent = useDefenceAnim ? EAnimationEvents::ATTACK : EAnimationEvents::HIT;
  369. owner.addToAnimationStage(usedEvent, [=]()
  370. {
  371. if (useDeathAnim)
  372. addNewAnim(new DeathAnimation(owner, attackedInfo.defender, attackedInfo.indirectAttack));
  373. else if(useDefenceAnim)
  374. addNewAnim(new DefenceAnimation(owner, attackedInfo.defender));
  375. else
  376. addNewAnim(new HittedAnimation(owner, attackedInfo.defender));
  377. if (attackedInfo.fireShield)
  378. owner.effectsController->displayEffect(EBattleEffect::FIRE_SHIELD, AudioPath::builtin("FIRESHIE"), attackedInfo.attacker->getPosition());
  379. if (attackedInfo.spellEffect != SpellID::NONE)
  380. {
  381. auto spell = attackedInfo.spellEffect.toSpell();
  382. if (!spell->getCastSound().empty())
  383. CCS->soundh->playSound(spell->getCastSound());
  384. owner.displaySpellEffect(spell, attackedInfo.defender->getPosition());
  385. }
  386. });
  387. }
  388. for (auto & attackedInfo : attackedInfos)
  389. {
  390. if (attackedInfo.rebirth)
  391. {
  392. owner.addToAnimationStage(EAnimationEvents::AFTER_HIT, [=](){
  393. owner.effectsController->displayEffect(EBattleEffect::RESURRECT, AudioPath::builtin("RESURECT"), attackedInfo.defender->getPosition());
  394. addNewAnim(new ResurrectionAnimation(owner, attackedInfo.defender));
  395. });
  396. }
  397. if (attackedInfo.killed && attackedInfo.defender->summoned)
  398. {
  399. owner.addToAnimationStage(EAnimationEvents::AFTER_HIT, [=](){
  400. addNewAnim(new ColorTransformAnimation(owner, attackedInfo.defender, "summonFadeOut", nullptr));
  401. stackRemoved(attackedInfo.defender->unitId());
  402. });
  403. }
  404. }
  405. owner.executeStagedAnimations();
  406. owner.waitForAnimations();
  407. }
  408. void BattleStacksController::stackTeleported(const CStack *stack, std::vector<BattleHex> destHex, int distance)
  409. {
  410. assert(destHex.size() > 0);
  411. //owner.checkForAnimations(); // NOTE: at this point spellcast animations were added, but not executed
  412. owner.addToAnimationStage(EAnimationEvents::HIT, [=](){
  413. addNewAnim( new ColorTransformAnimation(owner, stack, "teleportFadeOut", nullptr) );
  414. });
  415. owner.addToAnimationStage(EAnimationEvents::AFTER_HIT, [=](){
  416. stackAnimation[stack->unitId()]->pos.moveTo(getStackPositionAtHex(destHex.back(), stack));
  417. addNewAnim( new ColorTransformAnimation(owner, stack, "teleportFadeIn", nullptr) );
  418. });
  419. // animations will be executed by spell
  420. }
  421. void BattleStacksController::stackMoved(const CStack *stack, std::vector<BattleHex> destHex, int distance)
  422. {
  423. assert(destHex.size() > 0);
  424. owner.checkForAnimations();
  425. if(shouldRotate(stack, stack->getPosition(), destHex[0]))
  426. {
  427. owner.addToAnimationStage(EAnimationEvents::ROTATE, [&]()
  428. {
  429. addNewAnim(new ReverseAnimation(owner, stack, stack->getPosition()));
  430. });
  431. }
  432. owner.addToAnimationStage(EAnimationEvents::MOVE_START, [&]()
  433. {
  434. addNewAnim(new MovementStartAnimation(owner, stack));
  435. });
  436. if (!stack->hasBonus(Selector::typeSubtype(BonusType::FLYING, 1)))
  437. {
  438. owner.addToAnimationStage(EAnimationEvents::MOVEMENT, [&]()
  439. {
  440. addNewAnim(new MovementAnimation(owner, stack, destHex, distance));
  441. });
  442. }
  443. owner.addToAnimationStage(EAnimationEvents::MOVE_END, [&]()
  444. {
  445. addNewAnim(new MovementEndAnimation(owner, stack, destHex.back()));
  446. });
  447. owner.executeStagedAnimations();
  448. owner.waitForAnimations();
  449. }
  450. bool BattleStacksController::shouldAttackFacingRight(const CStack * attacker, const CStack * defender)
  451. {
  452. bool mustReverse = owner.curInt->cb->isToReverse(
  453. attacker,
  454. defender);
  455. if (attacker->unitSide() == BattleSide::ATTACKER)
  456. return !mustReverse;
  457. else
  458. return mustReverse;
  459. }
  460. void BattleStacksController::stackAttacking( const StackAttackInfo & info )
  461. {
  462. owner.checkForAnimations();
  463. auto attacker = info.attacker;
  464. auto defender = info.defender;
  465. auto tile = info.tile;
  466. auto spellEffect = info.spellEffect;
  467. auto multiAttack = !info.secondaryDefender.empty();
  468. bool needsReverse = false;
  469. if (info.indirectAttack)
  470. {
  471. needsReverse = shouldRotate(attacker, attacker->position, info.tile);
  472. }
  473. else
  474. {
  475. needsReverse = shouldAttackFacingRight(attacker, defender) != facingRight(attacker);
  476. }
  477. if (needsReverse)
  478. {
  479. owner.addToAnimationStage(EAnimationEvents::MOVEMENT, [=]()
  480. {
  481. addNewAnim(new ReverseAnimation(owner, attacker, attacker->getPosition()));
  482. });
  483. }
  484. if(info.lucky)
  485. {
  486. owner.addToAnimationStage(EAnimationEvents::BEFORE_HIT, [=]() {
  487. owner.appendBattleLog(info.attacker->formatGeneralMessage(-45));
  488. owner.effectsController->displayEffect(EBattleEffect::GOOD_LUCK, AudioPath::builtin("GOODLUCK"), attacker->getPosition());
  489. });
  490. }
  491. if(info.unlucky)
  492. {
  493. owner.addToAnimationStage(EAnimationEvents::BEFORE_HIT, [=]() {
  494. owner.appendBattleLog(info.attacker->formatGeneralMessage(-44));
  495. owner.effectsController->displayEffect(EBattleEffect::BAD_LUCK, AudioPath::builtin("BADLUCK"), attacker->getPosition());
  496. });
  497. }
  498. if(info.deathBlow)
  499. {
  500. owner.addToAnimationStage(EAnimationEvents::BEFORE_HIT, [=]() {
  501. owner.appendBattleLog(info.attacker->formatGeneralMessage(365));
  502. owner.effectsController->displayEffect(EBattleEffect::DEATH_BLOW, AudioPath::builtin("DEATHBLO"), defender->getPosition());
  503. });
  504. for(auto elem : info.secondaryDefender)
  505. {
  506. owner.addToAnimationStage(EAnimationEvents::BEFORE_HIT, [=]() {
  507. owner.effectsController->displayEffect(EBattleEffect::DEATH_BLOW, elem->getPosition());
  508. });
  509. }
  510. }
  511. owner.addToAnimationStage(EAnimationEvents::ATTACK, [=]()
  512. {
  513. if (info.indirectAttack)
  514. {
  515. addNewAnim(new ShootingAnimation(owner, attacker, tile, defender));
  516. }
  517. else
  518. {
  519. addNewAnim(new MeleeAttackAnimation(owner, attacker, tile, defender, multiAttack));
  520. }
  521. });
  522. if (info.spellEffect != SpellID::NONE)
  523. {
  524. owner.addToAnimationStage(EAnimationEvents::HIT, [=]()
  525. {
  526. owner.displaySpellHit(spellEffect.toSpell(), tile);
  527. });
  528. }
  529. if (info.lifeDrain)
  530. {
  531. owner.addToAnimationStage(EAnimationEvents::AFTER_HIT, [=]()
  532. {
  533. owner.effectsController->displayEffect(EBattleEffect::DRAIN_LIFE, AudioPath::builtin("DRAINLIF"), attacker->getPosition());
  534. });
  535. }
  536. //return, animation playback will be handled by stacksAreAttacked
  537. }
  538. bool BattleStacksController::shouldRotate(const CStack * stack, const BattleHex & oldPos, const BattleHex & nextHex) const
  539. {
  540. Point begPosition = getStackPositionAtHex(oldPos,stack);
  541. Point endPosition = getStackPositionAtHex(nextHex, stack);
  542. if((begPosition.x > endPosition.x) && facingRight(stack))
  543. return true;
  544. else if((begPosition.x < endPosition.x) && !facingRight(stack))
  545. return true;
  546. return false;
  547. }
  548. void BattleStacksController::endAction(const BattleAction & action)
  549. {
  550. owner.checkForAnimations();
  551. //check if we should reverse stacks
  552. TStacks stacks = owner.curInt->cb->battleGetStacks(CBattleCallback::MINE_AND_ENEMY);
  553. for (const CStack *s : stacks)
  554. {
  555. bool shouldFaceRight = s && s->unitSide() == BattleSide::ATTACKER;
  556. if (s && facingRight(s) != shouldFaceRight && s->alive() && stackAnimation[s->unitId()]->isIdle())
  557. {
  558. addNewAnim(new ReverseAnimation(owner, s, s->getPosition()));
  559. }
  560. }
  561. owner.executeStagedAnimations();
  562. owner.waitForAnimations();
  563. stackAmountBoxHidden.clear();
  564. owner.windowObject->blockUI(activeStack == nullptr);
  565. removeExpiredColorFilters();
  566. }
  567. void BattleStacksController::startAction(const BattleAction & action)
  568. {
  569. removeExpiredColorFilters();
  570. }
  571. void BattleStacksController::stackActivated(const CStack *stack)
  572. {
  573. stackToActivate = stack;
  574. owner.waitForAnimations();
  575. logAnim->debug("Activating next stack");
  576. owner.activateStack();
  577. }
  578. void BattleStacksController::deactivateStack()
  579. {
  580. if (!activeStack) {
  581. return;
  582. }
  583. stackToActivate = activeStack;
  584. setActiveStack(nullptr);
  585. }
  586. void BattleStacksController::activateStack()
  587. {
  588. if ( !currentAnimations.empty())
  589. return;
  590. if ( !stackToActivate)
  591. return;
  592. owner.trySetActivePlayer(stackToActivate->unitOwner());
  593. setActiveStack(stackToActivate);
  594. stackToActivate = nullptr;
  595. const CStack * s = getActiveStack();
  596. if(!s)
  597. return;
  598. }
  599. const CStack* BattleStacksController::getActiveStack() const
  600. {
  601. return activeStack;
  602. }
  603. bool BattleStacksController::facingRight(const CStack * stack) const
  604. {
  605. return stackFacingRight.at(stack->unitId());
  606. }
  607. Point BattleStacksController::getStackPositionAtHex(BattleHex hexNum, const CStack * stack) const
  608. {
  609. Point ret(-500, -500); //returned value
  610. if(stack && stack->initialPosition < 0) //creatures in turrets
  611. return owner.siegeController->getTurretCreaturePosition(stack->initialPosition);
  612. static const Point basePos(-189, -139); // position of creature in topleft corner
  613. static const int imageShiftX = 29; // X offset to base pos for facing right stacks, negative for facing left
  614. ret.x = basePos.x + 22 * ( (hexNum.getY() + 1)%2 ) + 44 * hexNum.getX();
  615. ret.y = basePos.y + 42 * hexNum.getY();
  616. if (stack)
  617. {
  618. if(facingRight(stack))
  619. ret.x += imageShiftX;
  620. else
  621. ret.x -= imageShiftX;
  622. //shifting position for double - hex creatures
  623. if(stack->doubleWide())
  624. {
  625. if(stack->unitSide() == BattleSide::ATTACKER)
  626. {
  627. if(facingRight(stack))
  628. ret.x -= 44;
  629. }
  630. else
  631. {
  632. if(!facingRight(stack))
  633. ret.x += 44;
  634. }
  635. }
  636. }
  637. //returning
  638. return ret;
  639. }
  640. void BattleStacksController::setStackColorFilter(const ColorFilter & effect, const CStack * target, const CSpell * source, bool persistent)
  641. {
  642. for (auto & filter : stackFilterEffects)
  643. {
  644. if (filter.target == target && filter.source == source)
  645. {
  646. filter.effect = effect;
  647. filter.persistent = persistent;
  648. return;
  649. }
  650. }
  651. stackFilterEffects.push_back({ effect, target, source, persistent });
  652. }
  653. void BattleStacksController::removeExpiredColorFilters()
  654. {
  655. vstd::erase_if(stackFilterEffects, [&](const BattleStackFilterEffect & filter)
  656. {
  657. if (!filter.persistent)
  658. {
  659. if (filter.source && !filter.target->hasBonus(Selector::source(BonusSource::SPELL_EFFECT, filter.source->id), Selector::all))
  660. return true;
  661. if (filter.effect == ColorFilter::genEmptyShifter())
  662. return true;
  663. }
  664. return false;
  665. });
  666. }
  667. void BattleStacksController::updateHoveredStacks()
  668. {
  669. auto newStacks = selectHoveredStacks();
  670. for(const auto * stack : mouseHoveredStacks)
  671. {
  672. if (vstd::contains(newStacks, stack))
  673. continue;
  674. if (stack == activeStack)
  675. stackAnimation[stack->unitId()]->setBorderColor(AnimationControls::getGoldBorder());
  676. else
  677. stackAnimation[stack->unitId()]->setBorderColor(AnimationControls::getNoBorder());
  678. }
  679. for(const auto * stack : newStacks)
  680. {
  681. if (vstd::contains(mouseHoveredStacks, stack))
  682. continue;
  683. stackAnimation[stack->unitId()]->setBorderColor(AnimationControls::getBlueBorder());
  684. if (stackAnimation[stack->unitId()]->framesInGroup(ECreatureAnimType::MOUSEON) > 0 && stack->alive() && !stack->isFrozen())
  685. stackAnimation[stack->unitId()]->playOnce(ECreatureAnimType::MOUSEON);
  686. }
  687. mouseHoveredStacks = newStacks;
  688. }
  689. std::vector<const CStack *> BattleStacksController::selectHoveredStacks()
  690. {
  691. // only allow during our turn - do not try to highlight creatures while they are in the middle of actions
  692. if (!activeStack)
  693. return {};
  694. if(owner.hasAnimations())
  695. return {};
  696. auto hoveredQueueUnitId = owner.windowObject->getQueueHoveredUnitId();
  697. if(hoveredQueueUnitId.has_value())
  698. {
  699. return { owner.curInt->cb->battleGetStackByID(hoveredQueueUnitId.value(), true) };
  700. }
  701. auto hoveredHex = owner.fieldController->getHoveredHex();
  702. if (!hoveredHex.isValid())
  703. return {};
  704. const spells::Caster *caster = nullptr;
  705. const CSpell *spell = nullptr;
  706. spells::Mode mode = owner.actionsController->getCurrentCastMode();
  707. spell = owner.actionsController->getCurrentSpell(hoveredHex);
  708. caster = owner.actionsController->getCurrentSpellcaster();
  709. if(caster && spell && owner.actionsController->currentActionSpellcasting(hoveredHex) ) //when casting spell
  710. {
  711. spells::Target target;
  712. target.emplace_back(hoveredHex);
  713. spells::BattleCast event(owner.curInt->cb.get(), caster, mode, spell);
  714. auto mechanics = spell->battleMechanics(&event);
  715. return mechanics->getAffectedStacks(target);
  716. }
  717. if(hoveredHex.isValid())
  718. {
  719. const CStack * const stack = owner.curInt->cb->battleGetStackByPos(hoveredHex, true);
  720. if (stack)
  721. return {stack};
  722. }
  723. return {};
  724. }
  725. const std::vector<uint32_t> BattleStacksController::getHoveredStacksUnitIds() const
  726. {
  727. auto result = std::vector<uint32_t>();
  728. for(const auto * stack : mouseHoveredStacks)
  729. {
  730. result.push_back(stack->unitId());
  731. }
  732. return result;
  733. }