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