| 123456789101112131415161718192021222324252627282930313233343536373839404142434445464748495051525354555657585960616263646566676869707172737475767778798081828384858687888990919293949596979899100101102103104105106107108109110111112113114115116117118119120121122123124125126127128129130131132133134135136137138139140141142143144145146147148149150151152153154155156157158159160161162163164165166167168169170171172173174175176177178179180181182183184185186187188189190191192193194195196197198199200201202203204205206207208209210211212213214215216217218219220221222223224225226227228229230231232233234235236237238239240241242243244245246247248249250251252253254255256257258259260261262263264265266267268269270271272273274275276277278279280281282283284285286287288289290291292293294295296297298299300301302303304305306307308309310311312313314315316317318319320321322323324325326327328329330331332333334335336337338339340341342343344345346347348349350351352353354355356357358359360361362363364365366367368369370371372373374375376377378379380381382383384385386387388389390391392393394395396397398399400401402403404405406407408409410411412413414415416417418419420421422423424425426427428429430431432433434435436437438439440441442443444445446447448449450451452453454455456457458459460461462463464465466467468469470471472473474475476477478479480481482483484485486487488489490491492493494495496497498499500501502503504505506507508509510511512513514515516517518519520521522523524525526527528529530531532533534535536537538539540541542543544545546547548549550551552553554555556557558559560561562563564565566567 | /* * CBattleStacksController.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 "CBattleStacksController.h"#include "CBattleSiegeController.h"#include "CBattleInterfaceClasses.h"#include "CBattleInterface.h"#include "CBattleAnimations.h"#include "CBattleFieldController.h"#include "CBattleEffectsController.h"#include "CBattleProjectileController.h"#include "CBattleControlPanel.h"#include "../gui/CAnimation.h"#include "../gui/SDL_Extensions.h"#include "../gui/CGuiHandler.h"#include "../../lib/battle/BattleHex.h"#include "../CPlayerInterface.h"#include "CCreatureAnimation.h"#include "../../lib/CGameState.h"#include "../../CCallback.h"#include "../../lib/CStack.h"#include "../../lib/CondSh.h"#include "../CMusicHandler.h"#include "../CGameInfo.h"static void onAnimationFinished(const CStack *stack, std::weak_ptr<CCreatureAnimation> anim){	std::shared_ptr<CCreatureAnimation> animation = anim.lock();	if(!animation)		return;	if (animation->isIdle())	{		const CCreature *creature = stack->getCreature();		if (animation->framesInGroup(CCreatureAnim::MOUSEON) > 0)		{			if (CRandomGenerator::getDefault().nextDouble(99.0) < creature->animation.timeBetweenFidgets *10)				animation->playOnce(CCreatureAnim::MOUSEON);			else				animation->setType(CCreatureAnim::HOLDING);		}		else		{			animation->setType(CCreatureAnim::HOLDING);		}	}	// always reset callback	animation->onAnimationReset += std::bind(&onAnimationFinished, stack, anim);}CBattleStacksController::CBattleStacksController(CBattleInterface * owner):	owner(owner){	//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");	ColorShifterAddMulExcept shifterNormal  ({0,0,0,0}, {150,  48, 237, 255}, {132, 231, 255, 255});	ColorShifterAddMulExcept shifterPositive({0,0,0,0}, { 45, 255,  45, 255}, {132, 231, 255, 255});	ColorShifterAddMulExcept shifterNegative({0,0,0,0}, {255,  45,  45, 255}, {132, 231, 255, 255});	ColorShifterAddMulExcept shifterNeutral ({0,0,0,0}, {255, 255,  45, 255}, {132, 231, 255, 255});	amountNormal->adjustPalette(&shifterNormal);	amountPositive->adjustPalette(&shifterPositive);	amountNegative->adjustPalette(&shifterNegative);	amountEffNeutral->adjustPalette(&shifterNeutral);	std::vector<const CStack*> stacks = owner->curInt->cb->battleGetAllStacks(true);	for(const CStack * s : stacks)	{		stackAdded(s);	}}void CBattleStacksController::showBattlefieldObjects(SDL_Surface *to, const BattleHex & location ){	auto getCurrentPosition = [&](const CStack *stack) -> BattleHex	{		for (auto & anim : pendingAnims)		{			// 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 (CMovementAnimation *move = dynamic_cast<CMovementAnimation*>(anim.first))			{				if (move->stack == stack)					return move->nextHex;			}		}		return stack->getPosition();	};	auto stacks = owner->curInt->cb->battleGetAllStacks(true);	for (auto & stack : stacks)	{		if (creAnims.find(stack->ID) == creAnims.end()) //e.g. for summoned but not yet handled stacks			continue;		//if (stack->initialPosition < 0) // turret shooters are handled separately		//	continue;		//FIXME: hack to ignore ghost stacks		if ((creAnims[stack->ID]->getType() == CCreatureAnim::DEAD || creAnims[stack->ID]->getType() == CCreatureAnim::HOLDING) && stack->isGhost())			continue;//ignore		if (creAnims[stack->ID]->isDead())		{			//if ( location == stack->getPosition() )			if ( location == BattleHex::HEX_BEFORE_ALL ) //FIXME: any cases when this won't work?			{};			continue;		}		// standing - blit at current position		if (!creAnims[stack->ID]->isMoving())		{			if ( location == stack->getPosition() )			{};			continue;		}		// flying creature - just blit them over everyone else		if (stack->hasBonusOfType(Bonus::FLYING))		{			if ( location == BattleHex::HEX_AFTER_ALL)			{};			continue;		}		// else - unit moving on ground		{			if ( location == getCurrentPosition(stack) )			{};			continue;		}	}}void CBattleStacksController::stackReset(const CStack * stack){	auto iter = creAnims.find(stack->ID);	if(iter == creAnims.end())	{		logGlobal->error("Unit %d have no animation", stack->ID);		return;	}	auto animation = iter->second;	if(stack->alive() && animation->isDead())		animation->setType(CCreatureAnim::HOLDING);	if (stack->isClone())	{		auto shifter = ColorShifterAddMul::deepBlue();		animation->shiftColor(&shifter);	}	//TODO: handle more cases}void CBattleStacksController::stackAdded(const CStack * stack){	creDir[stack->ID] = stack->side == BattleSide::ATTACKER; // must be set before getting stack position	Point coords = CClickableHex::getXYUnitAnim(stack->getPosition(), stack, owner);	if(stack->initialPosition < 0) //turret	{		assert(owner->siegeController);		const CCreature *turretCreature = owner->siegeController->getTurretCreature();		creAnims[stack->ID] = AnimationControls::getAnimation(turretCreature);		creAnims[stack->ID]->pos.h = 225;		coords = owner->siegeController->getTurretCreaturePosition(stack->initialPosition);	}	else	{		creAnims[stack->ID] = AnimationControls::getAnimation(stack->getCreature());		creAnims[stack->ID]->onAnimationReset += std::bind(&onAnimationFinished, stack, creAnims[stack->ID]);		creAnims[stack->ID]->pos.h = creAnims[stack->ID]->getHeight();	}	creAnims[stack->ID]->pos.x = coords.x;	creAnims[stack->ID]->pos.y = coords.y;	creAnims[stack->ID]->pos.w = creAnims[stack->ID]->getWidth();	creAnims[stack->ID]->setType(CCreatureAnim::HOLDING);}void CBattleStacksController::setActiveStack(const CStack *stack){	if (activeStack) // update UI		creAnims[activeStack->ID]->setBorderColor(AnimationControls::getNoBorder());	activeStack = stack;	if (activeStack) // update UI		creAnims[activeStack->ID]->setBorderColor(AnimationControls::getGoldBorder());	owner->controlPanel->blockUI(activeStack == nullptr);}void CBattleStacksController::setHoveredStack(const CStack *stack){	if ( stack == mouseHoveredStack )		 return;	if (mouseHoveredStack)		creAnims[mouseHoveredStack->ID]->setBorderColor(AnimationControls::getNoBorder());	// stack must be alive and not active (which uses gold border instead)	if (stack && stack->alive() && stack != activeStack)	{		mouseHoveredStack = stack;		if (mouseHoveredStack)		{			creAnims[mouseHoveredStack->ID]->setBorderColor(AnimationControls::getBlueBorder());			if (creAnims[mouseHoveredStack->ID]->framesInGroup(CCreatureAnim::MOUSEON) > 0)				creAnims[mouseHoveredStack->ID]->playOnce(CCreatureAnim::MOUSEON);		}	}	else		mouseHoveredStack = nullptr;}bool CBattleStacksController::stackNeedsAmountBox(const CStack * stack){	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->alive())		return false;	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->getCount() == 0) //hide box when target is going to die anyway - do not display "0 creatures"		return false;	for(auto anim : pendingAnims) //no matter what other conditions below are, hide box when creature is playing hit animation	{		auto hitAnimation = dynamic_cast<CDefenceAnimation*>(anim.first);		if(hitAnimation && (hitAnimation->stack->ID == stack->ID)) //we process only "current creature" as other creatures will be processed reliably on their own iteration			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;}void CBattleStacksController::showStackAmountBox(SDL_Surface *to, const CStack * stack){	auto getEffectsPositivness = [&](const std::vector<si32> & activeSpells) -> int	{		int pos = 0;		for (const auto & spellId : activeSpells)		{			pos += CGI->spellh->objects.at(spellId)->positiveness;		}		return pos;	};	auto getAmountBoxBackground = [&](int positivness) -> auto	{		if (positivness > 0)			return amountPositive;		if (positivness < 0)			return amountNegative;		return amountEffNeutral;	};	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 ? amountNormal->width() + 10 : 0) * reverseSideShift;	int yAdd = 260 + ((stack->side == BattleSide::ATTACKER || moveInside) ? 0 : -15);	//blitting amount background box	std::vector<si32> activeSpells = stack->activeSpells();	auto amountBG = activeSpells.empty() ? amountNormal : getAmountBoxBackground(getEffectsPositivness(activeSpells));	amountBG->draw(to, creAnims[stack->ID]->pos.x + xAdd, creAnims[stack->ID]->pos.y + yAdd);	//blitting amount	Point textPos(creAnims[stack->ID]->pos.x + xAdd + amountNormal->width()/2,			creAnims[stack->ID]->pos.y + yAdd + amountNormal->height()/2);	graphics->fonts[FONT_TINY]->renderTextCenter(to, makeNumberShort(stack->getCount()), Colors::WHITE, textPos);}void CBattleStacksController::showStack(SDL_Surface *to, const CStack * stack){	creAnims[stack->ID]->nextFrame(to, facingRight(stack)); // do actual blit	creAnims[stack->ID]->incrementFrame(float(GH.mainFPSmng->getElapsedMilliseconds()) / 1000);	if (stackNeedsAmountBox(stack))		showStackAmountBox(to, stack);}void CBattleStacksController::updateBattleAnimations(){	//handle animations	for (auto & elem : pendingAnims)	{		if (!elem.first) //this animation should be deleted			continue;		if (!elem.second)		{			elem.second = elem.first->init();		}		if (elem.second && elem.first)			elem.first->nextFrame();	}	//delete anims	int preSize = static_cast<int>(pendingAnims.size());	for (auto it = pendingAnims.begin(); it != pendingAnims.end(); ++it)	{		if (it->first == nullptr)		{			pendingAnims.erase(it);			it = pendingAnims.begin();			break;		}	}	if (preSize > 0 && pendingAnims.empty())	{		//anims ended		owner->controlPanel->blockUI(activeStack == nullptr);		owner->animsAreDisplayed.setn(false);	}}void CBattleStacksController::addNewAnim(CBattleAnimation *anim){	pendingAnims.push_back( std::make_pair(anim, false) );	owner->animsAreDisplayed.setn(true);}void CBattleStacksController::stackActivated(const CStack *stack) //TODO: check it all before game state is changed due to abilities{	stackToActivate = stack;	owner->waitForAnims();	if (stackToActivate) //during waiting stack may have gotten activated through show		activateStack();}void CBattleStacksController::stackRemoved(uint32_t stackID){	if (getActiveStack() != nullptr)	{		if (getActiveStack()->ID == stackID)		{			BattleAction *action = new BattleAction();			action->side = owner->defendingHeroInstance ? (owner->curInt->playerID == owner->defendingHeroInstance->tempOwner) : false;			action->actionType = EActionType::CANCEL;			action->stackNumber = owner->stacksController->getActiveStack()->ID;			owner->givenCommand.setn(action);			setActiveStack(nullptr);		}	}	//todo: ensure that ghost stack animation has fadeout effect}void CBattleStacksController::stacksAreAttacked(std::vector<StackAttackedInfo> attackedInfos){	for(auto & attackedInfo : attackedInfos)	{		//if (!attackedInfo.cloneKilled) //FIXME: play dead animation for cloned creature before it vanishes			addNewAnim(new CDefenceAnimation(attackedInfo, owner));		if(attackedInfo.rebirth)		{			owner->effectsController->displayEffect(EBattleEffect::RESURRECT, soundBase::RESURECT, attackedInfo.defender->getPosition()); //TODO: play reverse death animation		}	}	owner->waitForAnims();	for (auto & attackedInfo : attackedInfos)	{		if (attackedInfo.rebirth)			creAnims[attackedInfo.defender->ID]->setType(CCreatureAnim::HOLDING);		if (attackedInfo.cloneKilled)			stackRemoved(attackedInfo.defender->ID);	}}void CBattleStacksController::stackMoved(const CStack *stack, std::vector<BattleHex> destHex, int distance){	addNewAnim(new CMovementAnimation(owner, stack, destHex, distance));	owner->waitForAnims();}void CBattleStacksController::stackAttacking( const CStack *attacker, BattleHex dest, const CStack *attacked, bool shooting ){	if (shooting)	{		addNewAnim(new CShootingAnimation(owner, attacker, dest, attacked));	}	else	{		addNewAnim(new CMeleeAttackAnimation(owner, attacker, dest, attacked));	}	//waitForAnims();}bool CBattleStacksController::shouldRotate(const CStack * stack, const BattleHex & oldPos, const BattleHex & nextHex){	Point begPosition = CClickableHex::getXYUnitAnim(oldPos,stack, owner);	Point endPosition = CClickableHex::getXYUnitAnim(nextHex, stack, owner);	if((begPosition.x > endPosition.x) && facingRight(stack))		return true;	else if((begPosition.x < endPosition.x) && !facingRight(stack))		return true;	return false;}void CBattleStacksController::endAction(const BattleAction* action){	//check if we should reverse stacks	//for some strange reason, it's not enough	TStacks stacks = owner->curInt->cb->battleGetStacks(CBattleCallback::MINE_AND_ENEMY);	for (const CStack *s : stacks)	{		bool shouldFaceRight  = s && s->side == BattleSide::ATTACKER;		if (s && facingRight(s) != shouldFaceRight && s->alive() && creAnims[s->ID]->isIdle())		{			addNewAnim(new CReverseAnimation(owner, s, s->getPosition(), false));		}	}}void CBattleStacksController::startAction(const BattleAction* action){	const CStack *stack = owner->curInt->cb->battleGetStackByID(action->stackNumber);	setHoveredStack(nullptr);	auto actionTarget = action->getTarget(owner->curInt->cb.get());	if(action->actionType == EActionType::WALK		|| (action->actionType == EActionType::WALK_AND_ATTACK && actionTarget.at(0).hexValue != stack->getPosition()))	{		assert(stack);		owner->moveStarted = true;		if (creAnims[action->stackNumber]->framesInGroup(CCreatureAnim::MOVE_START))		{			pendingAnims.push_back(std::make_pair(new CMovementStartAnimation(owner, stack), false));		}		if(shouldRotate(stack, stack->getPosition(), actionTarget.at(0).hexValue))			pendingAnims.push_back(std::make_pair(new CReverseAnimation(owner, stack, stack->getPosition(), true), false));	}}void CBattleStacksController::activateStack(){	if ( !pendingAnims.empty())		return;	if ( !stackToActivate)		return;	owner->trySetActivePlayer(stackToActivate->owner);	setActiveStack(stackToActivate);	stackToActivate = nullptr;	const CStack * s = owner->stacksController->getActiveStack();	if(!s)		return;	//set casting flag to true if creature can use it to not check it every time	const auto spellcaster = s->getBonusLocalFirst(Selector::type()(Bonus::SPELLCASTER));	const auto randomSpellcaster = s->getBonusLocalFirst(Selector::type()(Bonus::RANDOM_SPELLCASTER));	if(s->canCast() && (spellcaster || randomSpellcaster))	{		stackCanCastSpell = true;		if(randomSpellcaster)			creatureSpellToCast = -1; //spell will be set later on cast		else			creatureSpellToCast = owner->curInt->cb->battleGetRandomStackSpell(CRandomGenerator::getDefault(), s, CBattleInfoCallback::RANDOM_AIMED); //faerie dragon can cast only one spell until their next move		//TODO: what if creature can cast BOTH random genie spell and aimed spell?		//TODO: faerie dragon type spell should be selected by server	}	else	{		stackCanCastSpell = false;		creatureSpellToCast = -1;	}}void CBattleStacksController::setSelectedStack(const CStack *stack){	selectedStack = stack;}const CStack* CBattleStacksController::getSelectedStack(){	return selectedStack;}const CStack* CBattleStacksController::getActiveStack(){	return activeStack;}bool CBattleStacksController::facingRight(const CStack * stack){	return creDir[stack->ID];}bool CBattleStacksController::activeStackSpellcaster(){	return stackCanCastSpell;}SpellID CBattleStacksController::activeStackSpellToCast(){	if (!stackCanCastSpell)		return SpellID::NONE;	return SpellID(creatureSpellToCast);}
 |