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- /*
- * CBattleFieldController.cpp, part of VCMI engine
- *
- * Authors: listed in file AUTHORS in main folder
- *
- * License: GNU General Public License v2.0 or later
- * Full text of license available in license.txt file, in main folder
- *
- */
- #include "StdInc.h"
- #include "CBattleFieldController.h"
- #include "CBattleInterface.h"
- #include "CBattleActionsController.h"
- #include "CBattleInterfaceClasses.h"
- #include "CBattleSiegeController.h"
- #include "CBattleStacksController.h"
- #include "CBattleObstacleController.h"
- #include "../CBitmapHandler.h"
- #include "../CGameInfo.h"
- #include "../../CCallback.h"
- #include "../gui/SDL_Extensions.h"
- #include "../gui/CGuiHandler.h"
- #include "../CPlayerInterface.h"
- #include "../gui/CCursorHandler.h"
- #include "../../lib/BattleFieldHandler.h"
- #include "../../lib/CConfigHandler.h"
- #include "../../lib/CStack.h"
- #include "../../lib/spells/ISpellMechanics.h"
- CBattleFieldController::CBattleFieldController(CBattleInterface * owner):
- owner(owner),
- previouslyHoveredHex(-1),
- currentlyHoveredHex(-1),
- attackingHex(-1)
- {
- OBJ_CONSTRUCTION_CAPTURING_ALL_NO_DISPOSE;
- pos.w = owner->pos.w;
- pos.h = owner->pos.h;
- //preparing cells and hexes
- cellBorder = BitmapHandler::loadBitmap("CCELLGRD.BMP");
- CSDL_Ext::alphaTransform(cellBorder);
- cellShade = BitmapHandler::loadBitmap("CCELLSHD.BMP");
- CSDL_Ext::alphaTransform(cellShade);
- if(!owner->siegeController)
- {
- auto bfieldType = owner->curInt->cb->battleGetBattlefieldType();
- if(bfieldType == BattleField::NONE)
- {
- logGlobal->error("Invalid battlefield returned for current battle");
- }
- else
- {
- background = BitmapHandler::loadBitmap(bfieldType.getInfo()->graphics, false);
- }
- }
- else
- {
- std::string backgroundName = owner->siegeController->getBattleBackgroundName();
- background = BitmapHandler::loadBitmap(backgroundName, false);
- }
- //preparing graphic with cell borders
- cellBorders = CSDL_Ext::newSurface(background->w, background->h, cellBorder);
- //copying palette
- for (int g=0; g<cellBorder->format->palette->ncolors; ++g) //we assume that cellBorders->format->palette->ncolors == 256
- {
- cellBorders->format->palette->colors[g] = cellBorder->format->palette->colors[g];
- }
- //palette copied
- for (int i=0; i<GameConstants::BFIELD_HEIGHT; ++i) //rows
- {
- for (int j=0; j<GameConstants::BFIELD_WIDTH-2; ++j) //columns
- {
- int x = 58 + (i%2==0 ? 22 : 0) + 44*j;
- int y = 86 + 42 *i;
- for (int cellX = 0; cellX < cellBorder->w; ++cellX)
- {
- for (int cellY = 0; cellY < cellBorder->h; ++cellY)
- {
- if (y+cellY < cellBorders->h && x+cellX < cellBorders->w)
- * ((Uint8*)cellBorders->pixels + (y+cellY) *cellBorders->pitch + (x+cellX)) |= *((Uint8*)cellBorder->pixels + cellY *cellBorder->pitch + cellX);
- }
- }
- }
- }
- backgroundWithHexes = CSDL_Ext::newSurface(background->w, background->h, screen);
- for (int h = 0; h < GameConstants::BFIELD_SIZE; ++h)
- {
- auto hex = std::make_shared<CClickableHex>();
- hex->myNumber = h;
- hex->pos = hexPosition(h);
- hex->myInterface = owner;
- bfield.push_back(hex);
- }
- //for(auto hex : bfield)
- // addChild(hex.get());
- }
- CBattleFieldController::~CBattleFieldController()
- {
- SDL_FreeSurface(background);
- SDL_FreeSurface(cellBorders);
- SDL_FreeSurface(backgroundWithHexes);
- SDL_FreeSurface(cellBorder);
- SDL_FreeSurface(cellShade);
- }
- void CBattleFieldController::showBackgroundImage(SDL_Surface *to)
- {
- blitAt(background, owner->pos.x, owner->pos.y, to);
- if (settings["battle"]["cellBorders"].Bool())
- {
- CSDL_Ext::blit8bppAlphaTo24bpp(cellBorders, nullptr, to, &owner->pos);
- }
- }
- void CBattleFieldController::showBackgroundImageWithHexes(SDL_Surface *to)
- {
- blitAt(backgroundWithHexes, owner->pos.x, owner->pos.y, to);
- }
- void CBattleFieldController::redrawBackgroundWithHexes()
- {
- const CStack *activeStack = owner->stacksController->getActiveStack();
- attackableHexes.clear();
- if (activeStack)
- occupyableHexes = owner->curInt->cb->battleGetAvailableHexes(activeStack, true, &attackableHexes);
- auto accessibility = owner->curInt->cb->getAccesibility();
- for(int i = 0; i < accessibility.size(); i++)
- stackCountOutsideHexes[i] = (accessibility[i] == EAccessibility::ACCESSIBLE);
- //prepare background graphic with hexes and shaded hexes
- blitAt(background, 0, 0, backgroundWithHexes);
- owner->obstacleController->redrawBackgroundWithHexes(backgroundWithHexes);
- if (settings["battle"]["stackRange"].Bool())
- {
- std::vector<BattleHex> hexesToShade = occupyableHexes;
- hexesToShade.insert(hexesToShade.end(), attackableHexes.begin(), attackableHexes.end());
- for (BattleHex hex : hexesToShade)
- {
- int i = hex.getY(); //row
- int j = hex.getX()-1; //column
- int x = 58 + (i%2==0 ? 22 : 0) + 44*j;
- int y = 86 + 42 *i;
- SDL_Rect temp_rect = genRect(cellShade->h, cellShade->w, x, y);
- CSDL_Ext::blit8bppAlphaTo24bpp(cellShade, nullptr, backgroundWithHexes, &temp_rect);
- }
- }
- if(settings["battle"]["cellBorders"].Bool())
- CSDL_Ext::blit8bppAlphaTo24bpp(cellBorders, nullptr, backgroundWithHexes, nullptr);
- }
- void CBattleFieldController::showHighlightedHex(SDL_Surface *to, BattleHex hex, bool darkBorder)
- {
- int x = 14 + (hex.getY() % 2 == 0 ? 22 : 0) + 44 *(hex.getX()) + owner->pos.x;
- int y = 86 + 42 *hex.getY() + owner->pos.y;
- SDL_Rect temp_rect = genRect (cellShade->h, cellShade->w, x, y);
- CSDL_Ext::blit8bppAlphaTo24bpp (cellShade, nullptr, to, &temp_rect);
- if(!darkBorder && settings["battle"]["cellBorders"].Bool())
- CSDL_Ext::blit8bppAlphaTo24bpp(cellBorder, nullptr, to, &temp_rect); //redraw border to make it light green instead of shaded
- }
- void CBattleFieldController::showHighlightedHexes(SDL_Surface *to)
- {
- bool delayedBlit = false; //workaround for blitting enemy stack hex without mouse shadow with stack range on
- if(owner->stacksController->getActiveStack() && settings["battle"]["stackRange"].Bool())
- {
- std::set<BattleHex> set = owner->curInt->cb->battleGetAttackedHexes(owner->stacksController->getActiveStack(), currentlyHoveredHex, attackingHex);
- for(BattleHex hex : set)
- if(hex != currentlyHoveredHex)
- showHighlightedHex(to, hex, false);
- // display the movement shadow of the stack at b (i.e. stack under mouse)
- const CStack * const shere = owner->curInt->cb->battleGetStackByPos(currentlyHoveredHex, false);
- if(shere && shere != owner->stacksController->getActiveStack() && shere->alive())
- {
- std::vector<BattleHex> v = owner->curInt->cb->battleGetAvailableHexes(shere, true, nullptr);
- for(BattleHex hex : v)
- {
- if(hex != currentlyHoveredHex)
- showHighlightedHex(to, hex, false);
- else if(!settings["battle"]["mouseShadow"].Bool())
- delayedBlit = true; //blit at the end of method to avoid graphic artifacts
- else
- showHighlightedHex(to, hex, true); //blit now and blit 2nd time later for darker shadow - avoids graphic artifacts
- }
- }
- }
- for(int b=0; b<GameConstants::BFIELD_SIZE; ++b)
- {
- if(bfield[b]->strictHovered && bfield[b]->hovered)
- {
- if(previouslyHoveredHex == -1)
- previouslyHoveredHex = b; //something to start with
- if(currentlyHoveredHex == -1)
- currentlyHoveredHex = b; //something to start with
- if(currentlyHoveredHex != b) //repair hover info
- {
- previouslyHoveredHex = currentlyHoveredHex;
- currentlyHoveredHex = b;
- }
- if(settings["battle"]["mouseShadow"].Bool() || delayedBlit)
- {
- const spells::Caster *caster = nullptr;
- const CSpell *spell = nullptr;
- spells::Mode mode = spells::Mode::HERO;
- if(owner->actionsController->spellcastingModeActive())//hero casts spell
- {
- spell = owner->actionsController->selectedSpell().toSpell();
- caster = owner->getActiveHero();
- }
- else if(owner->stacksController->activeStackSpellToCast() != SpellID::NONE)//stack casts spell
- {
- spell = SpellID(owner->stacksController->activeStackSpellToCast()).toSpell();
- caster = owner->stacksController->getActiveStack();
- mode = spells::Mode::CREATURE_ACTIVE;
- }
- if(caster && spell) //when casting spell
- {
- // printing shaded hex(es)
- spells::BattleCast event(owner->curInt->cb.get(), caster, mode, spell);
- auto shaded = spell->battleMechanics(&event)->rangeInHexes(currentlyHoveredHex);
- for(BattleHex shadedHex : shaded)
- {
- if((shadedHex.getX() != 0) && (shadedHex.getX() != GameConstants::BFIELD_WIDTH - 1))
- showHighlightedHex(to, shadedHex, true);
- }
- }
- else if(owner->active || delayedBlit) //always highlight pointed hex, keep this condition last in this method for correct behavior
- {
- if(currentlyHoveredHex.getX() != 0
- && currentlyHoveredHex.getX() != GameConstants::BFIELD_WIDTH - 1)
- showHighlightedHex(to, currentlyHoveredHex, true); //keep true for OH3 behavior: hovered hex frame "thinner"
- }
- }
- }
- }
- }
- Rect CBattleFieldController::hexPosition(BattleHex hex) const
- {
- int x = 14 + ((hex.getY())%2==0 ? 22 : 0) + 44*hex.getX() + owner->pos.x;
- int y = 86 + 42 *hex.getY() + owner->pos.y;
- int w = cellShade->w;
- int h = cellShade->h;
- return Rect(x, y, w, h);
- }
- bool CBattleFieldController::isPixelInHex(Point const & position)
- {
- assert(cellShade);
- return CSDL_Ext::SDL_GetPixel(cellShade, position.x, position.y) != 0;
- }
- BattleHex CBattleFieldController::getHoveredHex()
- {
- for ( auto const & hex : bfield)
- if (hex->hovered && hex->strictHovered)
- return hex->myNumber;
- return BattleHex::INVALID;
- }
- void CBattleFieldController::setBattleCursor(BattleHex myNumber)
- {
- Rect hoveredHexPos = hexPosition(myNumber);
- CCursorHandler *cursor = CCS->curh;
- const double subdividingAngle = 2.0*M_PI/6.0; // Divide a hex into six sectors.
- const double hexMidX = hoveredHexPos.x + hoveredHexPos.w/2.0;
- const double hexMidY = hoveredHexPos.y + hoveredHexPos.h/2.0;
- const double cursorHexAngle = M_PI - atan2(hexMidY - cursor->ypos, cursor->xpos - hexMidX) + subdividingAngle/2; //TODO: refactor this nightmare
- const double sector = fmod(cursorHexAngle/subdividingAngle, 6.0);
- const int zigzagCorrection = !((myNumber/GameConstants::BFIELD_WIDTH)%2); // Off-by-one correction needed to deal with the odd battlefield rows.
- std::vector<int> sectorCursor; // From left to bottom left.
- sectorCursor.push_back(8);
- sectorCursor.push_back(9);
- sectorCursor.push_back(10);
- sectorCursor.push_back(11);
- sectorCursor.push_back(12);
- sectorCursor.push_back(7);
- const bool doubleWide = owner->stacksController->getActiveStack()->doubleWide();
- bool aboveAttackable = true, belowAttackable = true;
- // Exclude directions which cannot be attacked from.
- // Check to the left.
- if (myNumber%GameConstants::BFIELD_WIDTH <= 1 || !vstd::contains(occupyableHexes, myNumber - 1))
- {
- sectorCursor[0] = -1;
- }
- // Check top left, top right as well as above for 2-hex creatures.
- if (myNumber/GameConstants::BFIELD_WIDTH == 0)
- {
- sectorCursor[1] = -1;
- sectorCursor[2] = -1;
- aboveAttackable = false;
- }
- else
- {
- if (doubleWide)
- {
- bool attackRow[4] = {true, true, true, true};
- if (myNumber%GameConstants::BFIELD_WIDTH <= 1 || !vstd::contains(occupyableHexes, myNumber - GameConstants::BFIELD_WIDTH - 2 + zigzagCorrection))
- attackRow[0] = false;
- if (!vstd::contains(occupyableHexes, myNumber - GameConstants::BFIELD_WIDTH - 1 + zigzagCorrection))
- attackRow[1] = false;
- if (!vstd::contains(occupyableHexes, myNumber - GameConstants::BFIELD_WIDTH + zigzagCorrection))
- attackRow[2] = false;
- if (myNumber%GameConstants::BFIELD_WIDTH >= GameConstants::BFIELD_WIDTH - 2 || !vstd::contains(occupyableHexes, myNumber - GameConstants::BFIELD_WIDTH + 1 + zigzagCorrection))
- attackRow[3] = false;
- if (!(attackRow[0] && attackRow[1]))
- sectorCursor[1] = -1;
- if (!(attackRow[1] && attackRow[2]))
- aboveAttackable = false;
- if (!(attackRow[2] && attackRow[3]))
- sectorCursor[2] = -1;
- }
- else
- {
- if (!vstd::contains(occupyableHexes, myNumber - GameConstants::BFIELD_WIDTH - 1 + zigzagCorrection))
- sectorCursor[1] = -1;
- if (!vstd::contains(occupyableHexes, myNumber - GameConstants::BFIELD_WIDTH + zigzagCorrection))
- sectorCursor[2] = -1;
- }
- }
- // Check to the right.
- if (myNumber%GameConstants::BFIELD_WIDTH >= GameConstants::BFIELD_WIDTH - 2 || !vstd::contains(occupyableHexes, myNumber + 1))
- {
- sectorCursor[3] = -1;
- }
- // Check bottom right, bottom left as well as below for 2-hex creatures.
- if (myNumber/GameConstants::BFIELD_WIDTH == GameConstants::BFIELD_HEIGHT - 1)
- {
- sectorCursor[4] = -1;
- sectorCursor[5] = -1;
- belowAttackable = false;
- }
- else
- {
- if (doubleWide)
- {
- bool attackRow[4] = {true, true, true, true};
- if (myNumber%GameConstants::BFIELD_WIDTH <= 1 || !vstd::contains(occupyableHexes, myNumber + GameConstants::BFIELD_WIDTH - 2 + zigzagCorrection))
- attackRow[0] = false;
- if (!vstd::contains(occupyableHexes, myNumber + GameConstants::BFIELD_WIDTH - 1 + zigzagCorrection))
- attackRow[1] = false;
- if (!vstd::contains(occupyableHexes, myNumber + GameConstants::BFIELD_WIDTH + zigzagCorrection))
- attackRow[2] = false;
- if (myNumber%GameConstants::BFIELD_WIDTH >= GameConstants::BFIELD_WIDTH - 2 || !vstd::contains(occupyableHexes, myNumber + GameConstants::BFIELD_WIDTH + 1 + zigzagCorrection))
- attackRow[3] = false;
- if (!(attackRow[0] && attackRow[1]))
- sectorCursor[5] = -1;
- if (!(attackRow[1] && attackRow[2]))
- belowAttackable = false;
- if (!(attackRow[2] && attackRow[3]))
- sectorCursor[4] = -1;
- }
- else
- {
- if (!vstd::contains(occupyableHexes, myNumber + GameConstants::BFIELD_WIDTH + zigzagCorrection))
- sectorCursor[4] = -1;
- if (!vstd::contains(occupyableHexes, myNumber + GameConstants::BFIELD_WIDTH - 1 + zigzagCorrection))
- sectorCursor[5] = -1;
- }
- }
- // Determine index from sector.
- int cursorIndex;
- if (doubleWide)
- {
- sectorCursor.insert(sectorCursor.begin() + 5, belowAttackable ? 13 : -1);
- sectorCursor.insert(sectorCursor.begin() + 2, aboveAttackable ? 14 : -1);
- if (sector < 1.5)
- cursorIndex = static_cast<int>(sector);
- else if (sector >= 1.5 && sector < 2.5)
- cursorIndex = 2;
- else if (sector >= 2.5 && sector < 4.5)
- cursorIndex = (int) sector + 1;
- else if (sector >= 4.5 && sector < 5.5)
- cursorIndex = 6;
- else
- cursorIndex = (int) sector + 2;
- }
- else
- {
- cursorIndex = static_cast<int>(sector);
- }
- // Generally should NEVER happen, but to avoid the possibility of having endless loop below... [#1016]
- if (!vstd::contains_if (sectorCursor, [](int sc) { return sc != -1; }))
- {
- logGlobal->error("Error: for hex %d cannot find a hex to attack from!", myNumber);
- attackingHex = -1;
- return;
- }
- // Find the closest direction attackable, starting with the right one.
- // FIXME: Is this really how the original H3 client does it?
- int i = 0;
- while (sectorCursor[(cursorIndex + i)%sectorCursor.size()] == -1) //Why hast thou forsaken me?
- i = i <= 0 ? 1 - i : -i; // 0, 1, -1, 2, -2, 3, -3 etc..
- int index = (cursorIndex + i)%sectorCursor.size(); //hopefully we get elements from sectorCursor
- cursor->changeGraphic(ECursor::COMBAT, sectorCursor[index]);
- switch (index)
- {
- case 0:
- attackingHex = myNumber - 1; //left
- break;
- case 1:
- attackingHex = myNumber - GameConstants::BFIELD_WIDTH - 1 + zigzagCorrection; //top left
- break;
- case 2:
- attackingHex = myNumber - GameConstants::BFIELD_WIDTH + zigzagCorrection; //top right
- break;
- case 3:
- attackingHex = myNumber + 1; //right
- break;
- case 4:
- attackingHex = myNumber + GameConstants::BFIELD_WIDTH + zigzagCorrection; //bottom right
- break;
- case 5:
- attackingHex = myNumber + GameConstants::BFIELD_WIDTH - 1 + zigzagCorrection; //bottom left
- break;
- }
- BattleHex hex(attackingHex);
- if (!hex.isValid())
- attackingHex = -1;
- }
- BattleHex CBattleFieldController::fromWhichHexAttack(BattleHex myNumber)
- {
- //TODO far too much repeating code
- BattleHex destHex;
- switch(CCS->curh->frame)
- {
- case 12: //from bottom right
- {
- bool doubleWide = owner->stacksController->getActiveStack()->doubleWide();
- destHex = myNumber + ( (myNumber/GameConstants::BFIELD_WIDTH)%2 ? GameConstants::BFIELD_WIDTH : GameConstants::BFIELD_WIDTH+1 ) +
- (owner->stacksController->getActiveStack()->side == BattleSide::ATTACKER && doubleWide ? 1 : 0);
- if(vstd::contains(occupyableHexes, destHex))
- return destHex;
- else if(owner->stacksController->getActiveStack()->side == BattleSide::ATTACKER)
- {
- if (vstd::contains(occupyableHexes, destHex+1))
- return destHex+1;
- }
- else //if we are defender
- {
- if(vstd::contains(occupyableHexes, destHex-1))
- return destHex-1;
- }
- break;
- }
- case 7: //from bottom left
- {
- destHex = myNumber + ( (myNumber/GameConstants::BFIELD_WIDTH)%2 ? GameConstants::BFIELD_WIDTH-1 : GameConstants::BFIELD_WIDTH );
- if (vstd::contains(occupyableHexes, destHex))
- return destHex;
- else if(owner->stacksController->getActiveStack()->side == BattleSide::ATTACKER)
- {
- if(vstd::contains(occupyableHexes, destHex+1))
- return destHex+1;
- }
- else //we are defender
- {
- if(vstd::contains(occupyableHexes, destHex-1))
- return destHex-1;
- }
- break;
- }
- case 8: //from left
- {
- if(owner->stacksController->getActiveStack()->doubleWide() && owner->stacksController->getActiveStack()->side == BattleSide::DEFENDER)
- {
- std::vector<BattleHex> acc = owner->curInt->cb->battleGetAvailableHexes(owner->stacksController->getActiveStack());
- if (vstd::contains(acc, myNumber))
- return myNumber - 1;
- else
- return myNumber - 2;
- }
- else
- {
- return myNumber - 1;
- }
- break;
- }
- case 9: //from top left
- {
- destHex = myNumber - ((myNumber/GameConstants::BFIELD_WIDTH) % 2 ? GameConstants::BFIELD_WIDTH + 1 : GameConstants::BFIELD_WIDTH);
- if(vstd::contains(occupyableHexes, destHex))
- return destHex;
- else if(owner->stacksController->getActiveStack()->side == BattleSide::ATTACKER)
- {
- if(vstd::contains(occupyableHexes, destHex+1))
- return destHex+1;
- }
- else //if we are defender
- {
- if(vstd::contains(occupyableHexes, destHex-1))
- return destHex-1;
- }
- break;
- }
- case 10: //from top right
- {
- bool doubleWide = owner->stacksController->getActiveStack()->doubleWide();
- destHex = myNumber - ( (myNumber/GameConstants::BFIELD_WIDTH)%2 ? GameConstants::BFIELD_WIDTH : GameConstants::BFIELD_WIDTH-1 ) +
- (owner->stacksController->getActiveStack()->side == BattleSide::ATTACKER && doubleWide ? 1 : 0);
- if(vstd::contains(occupyableHexes, destHex))
- return destHex;
- else if(owner->stacksController->getActiveStack()->side == BattleSide::ATTACKER)
- {
- if(vstd::contains(occupyableHexes, destHex+1))
- return destHex+1;
- }
- else //if we are defender
- {
- if(vstd::contains(occupyableHexes, destHex-1))
- return destHex-1;
- }
- break;
- }
- case 11: //from right
- {
- if(owner->stacksController->getActiveStack()->doubleWide() && owner->stacksController->getActiveStack()->side == BattleSide::ATTACKER)
- {
- std::vector<BattleHex> acc = owner->curInt->cb->battleGetAvailableHexes(owner->stacksController->getActiveStack());
- if(vstd::contains(acc, myNumber))
- return myNumber + 1;
- else
- return myNumber + 2;
- }
- else
- {
- return myNumber + 1;
- }
- break;
- }
- case 13: //from bottom
- {
- destHex = myNumber + ( (myNumber/GameConstants::BFIELD_WIDTH)%2 ? GameConstants::BFIELD_WIDTH : GameConstants::BFIELD_WIDTH+1 );
- if(vstd::contains(occupyableHexes, destHex))
- return destHex;
- else if(owner->stacksController->getActiveStack()->side == BattleSide::ATTACKER)
- {
- if(vstd::contains(occupyableHexes, destHex+1))
- return destHex+1;
- }
- else //if we are defender
- {
- if(vstd::contains(occupyableHexes, destHex-1))
- return destHex-1;
- }
- break;
- }
- case 14: //from top
- {
- destHex = myNumber - ( (myNumber/GameConstants::BFIELD_WIDTH)%2 ? GameConstants::BFIELD_WIDTH : GameConstants::BFIELD_WIDTH-1 );
- if (vstd::contains(occupyableHexes, destHex))
- return destHex;
- else if(owner->stacksController->getActiveStack()->side == BattleSide::ATTACKER)
- {
- if(vstd::contains(occupyableHexes, destHex+1))
- return destHex+1;
- }
- else //if we are defender
- {
- if(vstd::contains(occupyableHexes, destHex-1))
- return destHex-1;
- }
- break;
- }
- }
- return -1;
- }
- bool CBattleFieldController::isTileAttackable(const BattleHex & number) const
- {
- for (auto & elem : occupyableHexes)
- {
- if (BattleHex::mutualPosition(elem, number) != -1 || elem == number)
- return true;
- }
- return false;
- }
- bool CBattleFieldController::stackCountOutsideHex(const BattleHex & number) const
- {
- return stackCountOutsideHexes[number];
- }
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