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