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@@ -43,6 +43,7 @@ BattleFieldController::BattleFieldController(BattleInterface & owner):
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//preparing cells and hexes
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cellBorder = IImage::createFromFile("CCELLGRD.BMP", EImageBlitMode::COLORKEY);
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+ cellUnitMovementHighlight = IImage::createFromFile("CCNSSHD.BMP", EImageBlitMode::COLORKEY);
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cellShade = IImage::createFromFile("CCELLSHD.BMP");
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if(!owner.siegeController)
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@@ -138,7 +139,6 @@ void BattleFieldController::showBackground(Canvas & canvas)
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showBackgroundImage(canvas);
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showHighlightedHexes(canvas);
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-
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}
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void BattleFieldController::showBackgroundImage(Canvas & canvas)
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@@ -172,32 +172,39 @@ void BattleFieldController::redrawBackgroundWithHexes()
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{
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const CStack *activeStack = owner.stacksController->getActiveStack();
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std::vector<BattleHex> attackableHexes;
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- if (activeStack)
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+ if(activeStack)
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occupyableHexes = owner.curInt->cb->battleGetAvailableHexes(activeStack, true, &attackableHexes);
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- //prepare background graphic with hexes and shaded hexes
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+ auto accessibility = owner.curInt->cb->getAccesibility();
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+
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+ for(int i = 0; i < accessibility.size(); i++)
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+ stackCountOutsideHexes[i] = (accessibility[i] == EAccessibility::ACCESSIBLE);
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+
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+ // prepare background graphic with hexes and shaded hexes
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backgroundWithHexes->draw(background, Point(0,0));
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owner.obstacleController->showAbsoluteObstacles(*backgroundWithHexes);
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- if ( owner.siegeController )
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+ if(owner.siegeController)
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owner.siegeController->showAbsoluteObstacles(*backgroundWithHexes);
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- if (settings["battle"]["stackRange"].Bool())
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+ // show shaded hexes for active's stack valid movement and the hexes that it can attack
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+ if(settings["battle"]["stackRange"].Bool())
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{
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std::vector<BattleHex> hexesToShade = occupyableHexes;
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hexesToShade.insert(hexesToShade.end(), attackableHexes.begin(), attackableHexes.end());
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- for (BattleHex hex : hexesToShade)
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+ for(BattleHex hex : hexesToShade)
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{
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backgroundWithHexes->draw(cellShade, hexPositionLocal(hex).topLeft());
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}
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}
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+ // draw cell borders
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if(settings["battle"]["cellBorders"].Bool())
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{
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- for (int i=0; i<GameConstants::BFIELD_SIZE; ++i)
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+ for(int i=0; i<GameConstants::BFIELD_SIZE; ++i)
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{
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- if ( i % GameConstants::BFIELD_WIDTH == 0)
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+ if(i % GameConstants::BFIELD_WIDTH == 0)
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continue;
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- if ( i % GameConstants::BFIELD_WIDTH == GameConstants::BFIELD_WIDTH - 1)
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+ if(i % GameConstants::BFIELD_WIDTH == GameConstants::BFIELD_WIDTH - 1)
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continue;
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backgroundWithHexes->draw(cellBorder, hexPositionLocal(i).topLeft());
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@@ -205,7 +212,7 @@ void BattleFieldController::redrawBackgroundWithHexes()
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}
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}
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-void BattleFieldController::showHighlightedHex(Canvas & canvas, BattleHex hex, bool darkBorder)
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+void BattleFieldController::showShadedHex(Canvas & canvas, BattleHex hex, bool darkBorder)
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{
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Point hexPos = hexPositionLocal(hex).topLeft();
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@@ -214,14 +221,23 @@ void BattleFieldController::showHighlightedHex(Canvas & canvas, BattleHex hex, b
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canvas.draw(cellBorder, hexPos);
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}
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-std::set<BattleHex> BattleFieldController::getHighlightedHexesStackRange()
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+void BattleFieldController::showHighlightedHexForMovement(Canvas & canvas, BattleHex hex, bool darkBorder)
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+{
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+ Point hexPos = hexPositionLocal(hex).topLeft();
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+
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+ canvas.draw(cellUnitMovementHighlight, hexPos);
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+ if(!darkBorder && settings["battle"]["cellBorders"].Bool())
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+ canvas.draw(cellBorder, hexPos);
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+}
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+
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+std::set<BattleHex> BattleFieldController::getHighlightedHexesForActiveStack()
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{
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std::set<BattleHex> result;
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- if ( !owner.stacksController->getActiveStack())
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+ if(!owner.stacksController->getActiveStack())
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return result;
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- if ( !settings["battle"]["stackRange"].Bool())
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+ if(!settings["battle"]["stackRange"].Bool())
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return result;
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auto hoveredHex = getHoveredHex();
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@@ -230,7 +246,22 @@ std::set<BattleHex> BattleFieldController::getHighlightedHexesStackRange()
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for(BattleHex hex : set)
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result.insert(hex);
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- // display the movement shadow of stack under mouse
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+ return result;
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+}
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+
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+std::set<BattleHex> BattleFieldController::getMovementRangeForHoveredStack()
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+{
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+ std::set<BattleHex> result;
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+
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+ if (!owner.stacksController->getActiveStack())
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+ return result;
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+
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+ if (!settings["battle"]["stackRange"].Bool())
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+ return result;
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+
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+ auto hoveredHex = getHoveredHex();
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+
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+ // add possible movement hexes for stack under mouse
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const CStack * const hoveredStack = owner.curInt->cb->battleGetStackByPos(hoveredHex, true);
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if(hoveredStack && hoveredStack != owner.stacksController->getActiveStack())
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{
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@@ -241,7 +272,7 @@ std::set<BattleHex> BattleFieldController::getHighlightedHexesStackRange()
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return result;
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}
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-std::set<BattleHex> BattleFieldController::getHighlightedHexesSpellRange()
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+std::set<BattleHex> BattleFieldController::getHighlightedHexesForSpellRange()
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{
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std::set<BattleHex> result;
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auto hoveredHex = getHoveredHex();
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@@ -260,9 +291,9 @@ std::set<BattleHex> BattleFieldController::getHighlightedHexesSpellRange()
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{
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// printing shaded hex(es)
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spells::BattleCast event(owner.curInt->cb.get(), caster, mode, spell);
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- auto shaded = spell->battleMechanics(&event)->rangeInHexes(hoveredHex);
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+ auto shadedHexes = spell->battleMechanics(&event)->rangeInHexes(hoveredHex);
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- for(BattleHex shadedHex : shaded)
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+ for(BattleHex shadedHex : shadedHexes)
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{
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if((shadedHex.getX() != 0) && (shadedHex.getX() != GameConstants::BFIELD_WIDTH - 1))
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result.insert(shadedHex);
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@@ -276,72 +307,74 @@ std::set<BattleHex> BattleFieldController::getHighlightedHexesMovementTarget()
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const CStack * stack = owner.stacksController->getActiveStack();
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auto hoveredHex = getHoveredHex();
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- if (stack)
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- {
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- std::vector<BattleHex> v = owner.curInt->cb->battleGetAvailableHexes(stack, false, nullptr);
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+ if(!stack)
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+ return {};
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- auto hoveredStack = owner.curInt->cb->battleGetStackByPos(hoveredHex, true);
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- if(owner.curInt->cb->battleCanAttack(stack, hoveredStack, hoveredHex))
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- {
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- if (isTileAttackable(hoveredHex))
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- {
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- BattleHex attackFromHex = fromWhichHexAttack(hoveredHex);
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-
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- if (stack->doubleWide())
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- return {attackFromHex, stack->occupiedHex(attackFromHex)};
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- else
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- return {attackFromHex};
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- }
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- }
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+ std::vector<BattleHex> availableHexes = owner.curInt->cb->battleGetAvailableHexes(stack, false, nullptr);
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- if (vstd::contains(v,hoveredHex))
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+ auto hoveredStack = owner.curInt->cb->battleGetStackByPos(hoveredHex, true);
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+ if(owner.curInt->cb->battleCanAttack(stack, hoveredStack, hoveredHex))
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+ {
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+ if(isTileAttackable(hoveredHex))
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{
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- if (stack->doubleWide())
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- return {hoveredHex, stack->occupiedHex(hoveredHex)};
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+ BattleHex attackFromHex = fromWhichHexAttack(hoveredHex);
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+
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+ if(stack->doubleWide())
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+ return {attackFromHex, stack->occupiedHex(attackFromHex)};
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else
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- return {hoveredHex};
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+ return {attackFromHex};
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}
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- if (stack->doubleWide())
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+ }
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+
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+ if(vstd::contains(availableHexes, hoveredHex))
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+ {
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+ if(stack->doubleWide())
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+ return {hoveredHex, stack->occupiedHex(hoveredHex)};
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+ else
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+ return {hoveredHex};
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+ }
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+
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+ if(stack->doubleWide())
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+ {
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+ for(auto const & hex : availableHexes)
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{
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- for (auto const & hex : v)
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- {
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- if (stack->occupiedHex(hex) == hoveredHex)
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- return { hoveredHex, hex };
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- }
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+ if(stack->occupiedHex(hex) == hoveredHex)
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+ return {hoveredHex, hex};
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}
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}
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+
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return {};
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}
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void BattleFieldController::showHighlightedHexes(Canvas & canvas)
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{
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- std::set<BattleHex> hoveredStack = getHighlightedHexesStackRange();
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- std::set<BattleHex> hoveredSpell = getHighlightedHexesSpellRange();
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- std::set<BattleHex> hoveredMove = getHighlightedHexesMovementTarget();
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+ //std::set<BattleHex> hoveredStack = getHighlightedHexesForActiveStack();
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+ std::set<BattleHex> hoveredStackHexes = getMovementRangeForHoveredStack();
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+ std::set<BattleHex> hoveredSpellHexes = getHighlightedHexesForSpellRange();
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+ std::set<BattleHex> hoveredMoveHexes = getHighlightedHexesMovementTarget();
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- if (getHoveredHex() == BattleHex::INVALID)
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+ if(getHoveredHex() == BattleHex::INVALID)
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return;
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- auto const & hoveredMouse = owner.actionsController->currentActionSpellcasting(getHoveredHex()) ? hoveredSpell : hoveredMove;
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+ auto const & hoveredMouseHexes = owner.actionsController->currentActionSpellcasting(getHoveredHex()) ? hoveredSpellHexes : hoveredMoveHexes;
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for(int b=0; b<GameConstants::BFIELD_SIZE; ++b)
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{
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- bool stack = hoveredStack.count(b);
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- bool mouse = hoveredMouse.count(b);
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+ bool stack = hoveredStackHexes.count(b);
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+ bool mouse = hoveredMouseHexes.count(b);
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- if ( stack && mouse )
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+ if(stack && mouse) // area where hovered stack can move shown with highlight. Because also affected by mouse cursor, shade as well
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{
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- // area where enemy stack can move AND affected by mouse cursor - create darker highlight by blitting twice
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- showHighlightedHex(canvas, b, true);
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- showHighlightedHex(canvas, b, true);
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+ showHighlightedHexForMovement(canvas, b, false);
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+ showShadedHex(canvas, b, true);
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}
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- if ( !stack && mouse )
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+ if(!stack && mouse) // hexes affected only at mouse cursor shown as shaded
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{
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- showHighlightedHex(canvas, b, true);
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+ showShadedHex(canvas, b, true);
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}
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- if ( stack && !mouse )
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+ if(stack && !mouse) // hexes where hovered stack can move shown with highlight
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{
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- showHighlightedHex(canvas, b, false);
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+ showHighlightedHexForMovement(canvas, b, false);
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}
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}
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}
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