bool basic_unit_filter_impl::internal_matches_filter(const unit & u, const map_location& loc, const unit* u2) const { if (!vcfg["name"].blank() && vcfg["name"].t_str() != u.name()) { return false; } if (!vcfg["id"].empty()) { std::vector<std::string> id_list = utils::split(vcfg["id"]); if (std::find(id_list.begin(), id_list.end(), u.id()) == id_list.end()) { return false; } } // Allow 'speaker' as an alternative to id, since people use it so often if (!vcfg["speaker"].blank() && vcfg["speaker"].str() != u.id()) { return false; } if (vcfg.has_child("filter_location")) { if (vcfg.count_children("filter_location") > 1) { FAIL("Encountered multiple [filter_location] children of a standard unit filter. " "This is not currently supported and in all versions of wesnoth would have " "resulted in the later children being ignored. You must use [and] or similar " "to achieve the desired result."); } terrain_filter filt(vcfg.child("filter_location"), &fc_, use_flat_tod_); if (!filt.match(loc)) { return false; } } if(vcfg.has_child("filter_side")) { if (vcfg.count_children("filter_side") > 1) { FAIL("Encountered multiple [filter_side] children of a standard unit filter. " "This is not currently supported and in all versions of wesnoth would have " "resulted in the later children being ignored. You must use [and] or similar " "to achieve the desired result."); } side_filter filt(vcfg.child("filter_side"), &fc_); if(!filt.match(u.side())) return false; } // Also allow filtering on location ranges outside of the location filter if (!vcfg["x"].blank() || !vcfg["y"].blank()){ if(vcfg["x"] == "recall" && vcfg["y"] == "recall") { //locations on the map are considered to not be on a recall list if (fc_.get_disp_context().map().on_board(loc)) { return false; } } else if(vcfg["x"].empty() && vcfg["y"].empty()) { return false; } else if(!loc.matches_range(vcfg["x"], vcfg["y"])) { return false; } } // The type could be a comma separated list of types if (!vcfg["type"].empty()) { std::vector<std::string> types = utils::split(vcfg["type"]); if (std::find(types.begin(), types.end(), u.type_id()) == types.end()) { return false; } } // Shorthand for all advancements of a given type if (!vcfg["type_tree"].empty()) { std::set<std::string> types; for(const std::string type : utils::split(vcfg["type_tree"])) { if(types.count(type)) { continue; } if(const unit_type* ut = unit_types.find(type)) { const auto& tree = ut->advancement_tree(); types.insert(tree.begin(), tree.end()); types.insert(type); } } if(types.find(u.type_id()) == types.end()) { return false; } } // The variation_type could be a comma separated list of types if (!vcfg["variation"].empty()) { std::vector<std::string> types = utils::split(vcfg["variation"]); if (std::find(types.begin(), types.end(), u.variation()) == types.end()) { return false; } } // The has_variation_type could be a comma separated list of types if (!vcfg["has_variation"].empty()) { bool match = false; // If this unit is a variation itself then search in the base unit's variations. const unit_type* const type = u.variation().empty() ? &u.type() : unit_types.find(u.type().base_id()); assert(type); for (const std::string& variation_id : utils::split(vcfg["has_variation"])) { if (type->has_variation(variation_id)) { match = true; break; } } if (!match) return false; } if (!vcfg["ability"].empty()) { bool match = false; for (const std::string& ability_id : utils::split(vcfg["ability"])) { if (u.has_ability_by_id(ability_id)) { match = true; break; } } if (!match) return false; } if (!vcfg["race"].empty()) { std::vector<std::string> races = utils::split(vcfg["race"]); if (std::find(races.begin(), races.end(), u.race()->id()) == races.end()) { return false; } } if (!vcfg["gender"].blank() && string_gender(vcfg["gender"]) != u.gender()) { return false; } if (!vcfg["side"].empty() && vcfg["side"].to_int(-999) != u.side()) { std::vector<std::string> sides = utils::split(vcfg["side"]); const std::string u_side = std::to_string(u.side()); if (std::find(sides.begin(), sides.end(), u_side) == sides.end()) { return false; } } // handle statuses list if (!vcfg["status"].empty()) { bool status_found = false; for (const std::string status : utils::split(vcfg["status"])) { if(u.get_state(status)) { status_found = true; break; } } if(!status_found) { return false; } } if (vcfg.has_child("has_attack")) { const vconfig& weap_filter = vcfg.child("has_attack"); bool has_weapon = false; for(const attack_type& a : u.attacks()) { if(a.matches_filter(weap_filter.get_parsed_config())) { has_weapon = true; break; } } if(!has_weapon) { return false; } } else if (!vcfg["has_weapon"].blank()) { std::string weapon = vcfg["has_weapon"]; bool has_weapon = false; for(const attack_type& a : u.attacks()) { if(a.id() == weapon) { has_weapon = true; break; } } if(!has_weapon) { return false; } } if (!vcfg["role"].blank() && vcfg["role"].str() != u.get_role()) { return false; } if (!vcfg["ai_special"].blank() && ((vcfg["ai_special"].str() == "guardian") != u.get_state(unit::STATE_GUARDIAN))) { return false; } if (!vcfg["canrecruit"].blank() && vcfg["canrecruit"].to_bool() != u.can_recruit()) { return false; } if (!vcfg["recall_cost"].blank() && vcfg["recall_cost"].to_int(-1) != u.recall_cost()) { return false; } if (!vcfg["level"].blank() && vcfg["level"].to_int(-1) != u.level()) { return false; } if (!vcfg["defense"].blank() && vcfg["defense"].to_int(-1) != u.defense_modifier(fc_.get_disp_context().map().get_terrain(loc))) { return false; } if (!vcfg["movement_cost"].blank() && vcfg["movement_cost"].to_int(-1) != u.movement_cost(fc_.get_disp_context().map().get_terrain(loc))) { return false; } // Now start with the new WML based comparison. // If a key is in the unit and in the filter, they should match // filter only => not for us // unit only => not filtered config unit_cfg; // No point in serializing the unit once for each [filter_wml]! for (const vconfig& wmlcfg : vcfg.get_children("filter_wml")) { config fwml = wmlcfg.get_parsed_config(); /* Check if the filter only cares about variables. If so, no need to serialize the whole unit. */ config::all_children_itors ci = fwml.all_children_range(); if (fwml.all_children_count() == 1 && fwml.attribute_count() == 1 && ci.front().key == "variables") { if (!u.variables().matches(ci.front().cfg)) return false; } else { if (unit_cfg.empty()) u.write(unit_cfg); if (!unit_cfg.matches(fwml)) return false; } } for (const vconfig& vision : vcfg.get_children("filter_vision")) { std::set<int> viewers; // Use standard side filter side_filter ssf(vision, &fc_); std::vector<int> sides = ssf.get_teams(); viewers.insert(sides.begin(), sides.end()); bool found = false; for (const int viewer : viewers) { bool fogged = fc_.get_disp_context().teams()[viewer - 1].fogged(loc); bool hiding = u.invisible(loc, fc_.get_disp_context()); bool unit_hidden = fogged || hiding; if (vision["visible"].to_bool(true) != unit_hidden) { found = true; break; } } if (!found) {return false;} } if (vcfg.has_child("filter_adjacent")) { const unit_map& units = fc_.get_disp_context().units(); map_location adjacent[6]; get_adjacent_tiles(loc, adjacent); for (const vconfig& adj_cfg : vcfg.get_children("filter_adjacent")) { int match_count=0; unit_filter filt(adj_cfg, &fc_, use_flat_tod_); config::attribute_value i_adjacent = adj_cfg["adjacent"]; std::vector<map_location::DIRECTION> dirs; if (i_adjacent.blank()) { dirs = map_location::default_dirs(); } else { dirs = map_location::parse_directions(i_adjacent); } std::vector<map_location::DIRECTION>::const_iterator j, j_end = dirs.end(); for (j = dirs.begin(); j != j_end; ++j) { unit_map::const_iterator unit_itor = units.find(adjacent[*j]); if (unit_itor == units.end() || !filt(*unit_itor, u)) { continue; } boost::optional<bool> is_enemy; if (!adj_cfg["is_enemy"].blank()) { is_enemy = adj_cfg["is_enemy"].to_bool(); } if (!is_enemy || *is_enemy == fc_.get_disp_context().teams()[u.side() - 1].is_enemy(unit_itor->side())) { ++match_count; } } static std::vector<std::pair<int,int> > default_counts = utils::parse_ranges("1-6"); config::attribute_value i_count = adj_cfg["count"]; if(!in_ranges(match_count, !i_count.blank() ? utils::parse_ranges(i_count) : default_counts)) { return false; } } } if (!vcfg["find_in"].blank()) { // Allow filtering by searching a stored variable of units if (const game_data * gd = fc_.get_game_data()) { try { variable_access_const vi = gd->get_variable_access_read(vcfg["find_in"]); bool found_id = false; for (const config& c : vi.as_array()) { if(c["id"] == u.id()) found_id = true; } if(!found_id) { return false; } } catch(const invalid_variablename_exception&) { return false; } } } if (!vcfg["formula"].blank()) { try { const unit_callable main(loc,u); game_logic::map_formula_callable callable(&main); if (u2) { std::shared_ptr<unit_callable> secondary(new unit_callable(*u2)); callable.add("other", variant(secondary.get())); // It's not destroyed upon scope exit because the variant holds a reference } const game_logic::formula form(vcfg["formula"]); if(!form.evaluate(callable).as_bool()) { return false; } return true; } catch(game_logic::formula_error& e) { lg::wml_error() << "Formula error in unit filter: " << e.type << " at " << e.filename << ':' << e.line << ")\n"; // Formulae with syntax errors match nothing return false; } } if (!vcfg["lua_function"].blank()) { if (game_lua_kernel * lk = fc_.get_lua_kernel()) { bool b = lk->run_filter(vcfg["lua_function"].str().c_str(), u); if (!b) return false; } } return true; }
marked_route mark_route(const plain_route &rt, const std::vector<map_location>& waypoints, const unit &u, const team &viewing_team, const unit_map &units, const std::vector<team> &teams, const gamemap &map) { marked_route res; if (rt.steps.empty()) return res; res.steps = rt.steps; int turns = 0; int movement = u.movement_left(); const team& unit_team = teams[u.side()-1]; bool zoc = false; std::vector<map_location>::const_iterator i = rt.steps.begin(), w = waypoints.begin(); // TODO fix the name confusion with waypoints and route.waypoints for (; i !=rt.steps.end(); i++) { bool last_step = (i+1 == rt.steps.end()); // move_cost of the next step is irrelevant for the last step assert(last_step || map.on_board(*(i+1))); const int move_cost = last_step ? 0 : u.movement_cost(map[*(i+1)]); bool capture = false; bool pass_here = false; if (w != waypoints.end() && *i == *w) { w++; pass_here = true; } if (last_step || zoc || move_cost > movement) { // check if we stop an a village and so maybe capture it // if it's an enemy unit and a fogged village, we assume a capture // (if he already owns it, we can't know that) // if it's not an enemy, we can always know if he owns the village bool capture = map.is_village(*i) && ( !unit_team.owns_village(*i) || (viewing_team.is_enemy(u.side()) && viewing_team.fogged(*i)) ); ++turns; bool invisible = u.invisible(*i,units,teams,false); res.waypoints[*i] = marked_route::waypoint(turns, pass_here, zoc, capture, invisible); if (last_step) break; // finished and we used dummy move_cost movement = u.total_movement(); if(move_cost > movement) { return res; //we can't reach destination } } else if (pass_here) { bool invisible = u.invisible(*i,units,teams,false); res.waypoints[*i] = marked_route::waypoint(0, pass_here, zoc, false, invisible); } zoc = enemy_zoc(units, teams, *(i + 1), viewing_team,u.side()) && !u.get_ability_bool("skirmisher", *(i+1)); if (zoc || capture) { movement = 0; } else { movement -= move_cost; } } return res; }
void unit_drawer::redraw_unit (const unit & u) const { unit_animation_component & ac = u.anim_comp(); map_location loc = u.get_location(); int side = u.side(); bool hidden = u.get_hidden(); bool is_flying = u.is_flying(); map_location::DIRECTION facing = u.facing(); int hitpoints = u.hitpoints(); int max_hitpoints = u.max_hitpoints(); int movement_left = u.movement_left(); int total_movement = u.total_movement(); bool can_recruit = u.can_recruit(); bool can_advance = u.can_advance(); int experience = u.experience(); int max_experience = u.max_experience(); bool emit_zoc = u.emits_zoc(); SDL_Color hp_color=u.hp_color(); SDL_Color xp_color=u.xp_color(); std::string ellipse=u.image_ellipse(); if ( hidden || is_blindfolded || !u.is_visible_to_team(viewing_team_ref,map, show_everything) ) { ac.clear_haloes(); if(ac.anim_) { ac.anim_->update_last_draw_time(); } return; } if (!ac.anim_) { ac.set_standing(); if (!ac.anim_) return; } if (ac.refreshing_) return; ac.refreshing_ = true; ac.anim_->update_last_draw_time(); frame_parameters params; const t_translation::t_terrain terrain = map.get_terrain(loc); const terrain_type& terrain_info = map.get_terrain_info(terrain); // do not set to 0 so we can distinguish the flying from the "not on submerge terrain" // instead use -1.0 (as in "negative depth", it will be ignored by rendering) params.submerge= is_flying ? -1.0 : terrain_info.unit_submerge(); if (u.invisible(loc) && params.highlight_ratio > 0.5) { params.highlight_ratio = 0.5; } if (loc == sel_hex && params.highlight_ratio == 1.0) { params.highlight_ratio = 1.5; } int height_adjust = static_cast<int>(terrain_info.unit_height_adjust() * zoom_factor); if (is_flying && height_adjust < 0) { height_adjust = 0; } params.y -= height_adjust; params.halo_y -= height_adjust; int red = 0,green = 0,blue = 0,tints = 0; double blend_ratio = 0; // Add future colored states here if(u.poisoned()) { green += 255; blend_ratio += 0.25; tints += 1; } if(u.slowed()) { red += 191; green += 191; blue += 255; blend_ratio += 0.25; tints += 1; } if(tints > 0) { params.blend_with = disp.rgb((red/tints),(green/tints),(blue/tints)); params.blend_ratio = ((blend_ratio/tints)); } //hackish : see unit_frame::merge_parameters // we use image_mod on the primary image // and halo_mod on secondary images and all haloes params.image_mod = u.image_mods(); params.halo_mod = u.TC_image_mods(); params.image= u.default_anim_image(); if(u.incapacitated()) params.image_mod +="~GS()"; params.primary_frame = t_true; const frame_parameters adjusted_params = ac.anim_->get_current_params(params); const map_location dst = loc.get_direction(facing); const int xsrc = disp.get_location_x(loc); const int ysrc = disp.get_location_y(loc); const int xdst = disp.get_location_x(dst); const int ydst = disp.get_location_y(dst); const int x = static_cast<int>(adjusted_params.offset * xdst + (1.0-adjusted_params.offset) * xsrc) + hex_size_by_2; const int y = static_cast<int>(adjusted_params.offset * ydst + (1.0-adjusted_params.offset) * ysrc) + hex_size_by_2; bool has_halo = ac.unit_halo_ && ac.unit_halo_->valid(); if(!has_halo && !u.image_halo().empty()) { ac.unit_halo_ = halo_man.add(0, 0, u.image_halo()+u.TC_image_mods(), map_location(-1, -1)); } if(has_halo && u.image_halo().empty()) { halo_man.remove(ac.unit_halo_); ac.unit_halo_ = halo::handle(); //halo::NO_HALO; } else if(has_halo) { halo_man.set_location(ac.unit_halo_, x, y - height_adjust); } // We draw bars only if wanted, visible on the map view bool draw_bars = ac.draw_bars_ ; if (draw_bars) { SDL_Rect unit_rect = sdl::create_rect(xsrc, ysrc +adjusted_params.y, hex_size, hex_size); draw_bars = sdl::rects_overlap(unit_rect, disp.map_outside_area()); } #ifdef SDL_GPU sdl::timage ellipse_front; sdl::timage ellipse_back; #else surface ellipse_front(nullptr); surface ellipse_back(nullptr); #endif int ellipse_floating = 0; // Always show the ellipse for selected units if(draw_bars && (preferences::show_side_colors() || sel_hex == loc)) { if(adjusted_params.submerge > 0.0) { // The division by 2 seems to have no real meaning, // It just works fine with the current center of ellipse // and prevent a too large adjust if submerge = 1.0 ellipse_floating = static_cast<int>(adjusted_params.submerge * hex_size_by_2); } if(ellipse.empty()){ ellipse="misc/ellipse"; } if(ellipse != "none") { // check if the unit has a ZoC or can recruit const char* const nozoc = emit_zoc ? "" : "nozoc-"; const char* const leader = can_recruit ? "leader-" : ""; const char* const selected = sel_hex == loc ? "selected-" : ""; // Load the ellipse parts recolored to match team color char buf[100]; std::string tc=team::get_side_color_index(side); #ifdef SDL_GPU snprintf(buf,sizeof(buf),"%s-%s%s%stop.png~RC(ellipse_red>%s)",ellipse.c_str(),leader,nozoc,selected,tc.c_str()); ellipse_back = image::get_texture(image::locator(buf), image::SCALED_TO_ZOOM); snprintf(buf,sizeof(buf),"%s-%s%s%sbottom.png~RC(ellipse_red>%s)",ellipse.c_str(),leader,nozoc,selected,tc.c_str()); ellipse_front = image::get_texture(image::locator(buf), image::SCALED_TO_ZOOM); #else snprintf(buf,sizeof(buf),"%s-%s%s%stop.png~RC(ellipse_red>%s)",ellipse.c_str(),leader,nozoc,selected,tc.c_str()); ellipse_back.assign(image::get_image(image::locator(buf), image::SCALED_TO_ZOOM)); snprintf(buf,sizeof(buf),"%s-%s%s%sbottom.png~RC(ellipse_red>%s)",ellipse.c_str(),leader,nozoc,selected,tc.c_str()); ellipse_front.assign(image::get_image(image::locator(buf), image::SCALED_TO_ZOOM)); #endif } } #ifdef SDL_GPU if (!ellipse_back.null()) { //disp.drawing_buffer_add(display::LAYER_UNIT_BG, loc, disp.drawing_buffer_add(display::LAYER_UNIT_FIRST, loc, xsrc, ysrc +adjusted_params.y-ellipse_floating, ellipse_back); } if (!ellipse_front.null()) { //disp.drawing_buffer_add(display::LAYER_UNIT_FG, loc, disp.drawing_buffer_add(display::LAYER_UNIT_FIRST, loc, xsrc, ysrc +adjusted_params.y-ellipse_floating, ellipse_front); } #else if (ellipse_back != nullptr) { //disp.drawing_buffer_add(display::LAYER_UNIT_BG, loc, disp.drawing_buffer_add(display::LAYER_UNIT_FIRST, loc, xsrc, ysrc +adjusted_params.y-ellipse_floating, ellipse_back); } if (ellipse_front != nullptr) { //disp.drawing_buffer_add(display::LAYER_UNIT_FG, loc, disp.drawing_buffer_add(display::LAYER_UNIT_FIRST, loc, xsrc, ysrc +adjusted_params.y-ellipse_floating, ellipse_front); } #endif if(draw_bars) { const image::locator* orb_img = nullptr; const surface unit_img = image::get_image(u.default_anim_image(), image::SCALED_TO_ZOOM); const int xoff = (hex_size - unit_img->w)/2; const int yoff = (hex_size - unit_img->h)/2; /*static*/ const image::locator partmoved_orb(game_config::images::orb + "~RC(magenta>" + preferences::partial_color() + ")" ); /*static*/ const image::locator moved_orb(game_config::images::orb + "~RC(magenta>" + preferences::moved_color() + ")" ); /*static*/ const image::locator ally_orb(game_config::images::orb + "~RC(magenta>" + preferences::allied_color() + ")" ); /*static*/ const image::locator enemy_orb(game_config::images::orb + "~RC(magenta>" + preferences::enemy_color() + ")" ); /*static*/ const image::locator unmoved_orb(game_config::images::orb + "~RC(magenta>" + preferences::unmoved_color() + ")" ); const std::string* energy_file = &game_config::images::energy; if(size_t(side) != viewing_team+1) { if(disp.team_valid() && viewing_team_ref.is_enemy(side)) { if (preferences::show_enemy_orb() && !u.incapacitated()) orb_img = &enemy_orb; else orb_img = nullptr; } else { if (preferences::show_allied_orb()) orb_img = &ally_orb; else orb_img = nullptr; } } else { if (preferences::show_moved_orb()) orb_img = &moved_orb; else orb_img = nullptr; if(playing_team == viewing_team && !u.user_end_turn()) { if (movement_left == total_movement) { if (preferences::show_unmoved_orb()) orb_img = &unmoved_orb; else orb_img = nullptr; } else if ( dc.unit_can_move(u) ) { if (preferences::show_partial_orb()) orb_img = &partmoved_orb; else orb_img = nullptr; } } } if (orb_img != nullptr) { surface orb(image::get_image(*orb_img,image::SCALED_TO_ZOOM)); disp.drawing_buffer_add(display::LAYER_UNIT_BAR, loc, xsrc + xoff, ysrc + yoff + adjusted_params.y, orb); } double unit_energy = 0.0; if(max_hitpoints > 0) { unit_energy = double(hitpoints)/double(max_hitpoints); } const int bar_shift = static_cast<int>(-5*zoom_factor); const int hp_bar_height = static_cast<int>(max_hitpoints * u.hp_bar_scaling()); const fixed_t bar_alpha = (loc == mouse_hex || loc == sel_hex) ? ftofxp(1.0): ftofxp(0.8); draw_bar(*energy_file, xsrc+xoff+bar_shift, ysrc+yoff+adjusted_params.y, loc, hp_bar_height, unit_energy,hp_color, bar_alpha); if(experience > 0 && can_advance) { const double filled = double(experience)/double(max_experience); const int xp_bar_height = static_cast<int>(max_experience * u.xp_bar_scaling() / std::max<int>(u.level(),1)); draw_bar(*energy_file, xsrc+xoff, ysrc+yoff+adjusted_params.y, loc, xp_bar_height, filled, xp_color, bar_alpha); } if (can_recruit) { surface crown(image::get_image(u.leader_crown(),image::SCALED_TO_ZOOM)); if(!crown.null()) { //if(bar_alpha != ftofxp(1.0)) { // crown = adjust_surface_alpha(crown, bar_alpha); //} disp.drawing_buffer_add(display::LAYER_UNIT_BAR, loc, xsrc+xoff, ysrc+yoff+adjusted_params.y, crown); } } for(std::vector<std::string>::const_iterator ov = u.overlays().begin(); ov != u.overlays().end(); ++ov) { #ifdef SDL_GPU const sdl::timage ov_img(image::get_texture(*ov, image::SCALED_TO_ZOOM)); if(!ov_img.null()) { disp.drawing_buffer_add(display::LAYER_UNIT_BAR, loc, xsrc, ysrc +adjusted_params.y, ov_img); } #else const surface ov_img(image::get_image(*ov, image::SCALED_TO_ZOOM)); if(ov_img != nullptr) { disp.drawing_buffer_add(display::LAYER_UNIT_BAR, loc, xsrc+xoff, ysrc+yoff+adjusted_params.y, ov_img); } #endif } } // Smooth unit movements from terrain of different elevation. // Do this separately from above so that the health bar doesn't go up and down. const t_translation::t_terrain terrain_dst = map.get_terrain(dst); const terrain_type& terrain_dst_info = map.get_terrain_info(terrain_dst); int height_adjust_unit = static_cast<int>((terrain_info.unit_height_adjust() * (1.0 - adjusted_params.offset) + terrain_dst_info.unit_height_adjust() * adjusted_params.offset) * zoom_factor); if (is_flying && height_adjust_unit < 0) { height_adjust_unit = 0; } params.y -= height_adjust_unit - height_adjust; params.halo_y -= height_adjust_unit - height_adjust; ac.anim_->redraw(params, halo_man); ac.refreshing_ = false; }