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- /*
- * 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);
- //loading projectiles for units
- if(stack->isShooter())
- {
- owner->projectilesController->initStackProjectile(stack);
- }
- }
- 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);
- }
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