CBattleSiegeController.cpp 12 KB

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  1. /*
  2. * CBattleSiegeController.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 "CBattleSiegeController.h"
  12. #include "CBattleAnimations.h"
  13. #include "CBattleInterface.h"
  14. #include "CBattleInterfaceClasses.h"
  15. #include "CBattleStacksController.h"
  16. #include "CBattleFieldController.h"
  17. #include "../CMusicHandler.h"
  18. #include "../CGameInfo.h"
  19. #include "../CPlayerInterface.h"
  20. #include "../gui/CAnimation.h"
  21. #include "../gui/CCanvas.h"
  22. #include "../../CCallback.h"
  23. #include "../../lib/NetPacks.h"
  24. #include "../../lib/CStack.h"
  25. #include "../../lib/mapObjects/CGTownInstance.h"
  26. std::string CBattleSiegeController::getWallPieceImageName(EWallVisual::EWallVisual what, EWallState::EWallState state) const
  27. {
  28. auto getImageIndex = [&]() -> int
  29. {
  30. switch (state)
  31. {
  32. case EWallState::INTACT :
  33. return 1;
  34. case EWallState::DAMAGED :
  35. // towers don't have separate image here - INTACT and DAMAGED is 1, DESTROYED is 2
  36. if(what == EWallVisual::KEEP || what == EWallVisual::BOTTOM_TOWER || what == EWallVisual::UPPER_TOWER)
  37. return 1;
  38. else
  39. return 2;
  40. case EWallState::DESTROYED :
  41. if (what == EWallVisual::KEEP || what == EWallVisual::BOTTOM_TOWER || what == EWallVisual::UPPER_TOWER)
  42. return 2;
  43. else
  44. return 3;
  45. }
  46. return 1;
  47. };
  48. const std::string & prefix = town->town->clientInfo.siegePrefix;
  49. std::string addit = boost::lexical_cast<std::string>(getImageIndex());
  50. switch(what)
  51. {
  52. case EWallVisual::BACKGROUND_WALL:
  53. {
  54. switch(town->town->faction->index)
  55. {
  56. case ETownType::RAMPART:
  57. case ETownType::NECROPOLIS:
  58. case ETownType::DUNGEON:
  59. case ETownType::STRONGHOLD:
  60. return prefix + "TPW1.BMP";
  61. default:
  62. return prefix + "TPWL.BMP";
  63. }
  64. }
  65. case EWallVisual::KEEP:
  66. return prefix + "MAN" + addit + ".BMP";
  67. case EWallVisual::BOTTOM_TOWER:
  68. return prefix + "TW1" + addit + ".BMP";
  69. case EWallVisual::BOTTOM_WALL:
  70. return prefix + "WA1" + addit + ".BMP";
  71. case EWallVisual::WALL_BELLOW_GATE:
  72. return prefix + "WA3" + addit + ".BMP";
  73. case EWallVisual::WALL_OVER_GATE:
  74. return prefix + "WA4" + addit + ".BMP";
  75. case EWallVisual::UPPER_WALL:
  76. return prefix + "WA6" + addit + ".BMP";
  77. case EWallVisual::UPPER_TOWER:
  78. return prefix + "TW2" + addit + ".BMP";
  79. case EWallVisual::GATE:
  80. return prefix + "DRW" + addit + ".BMP";
  81. case EWallVisual::GATE_ARCH:
  82. return prefix + "ARCH.BMP";
  83. case EWallVisual::BOTTOM_STATIC_WALL:
  84. return prefix + "WA2.BMP";
  85. case EWallVisual::UPPER_STATIC_WALL:
  86. return prefix + "WA5.BMP";
  87. case EWallVisual::MOAT:
  88. return prefix + "MOAT.BMP";
  89. case EWallVisual::MOAT_BANK:
  90. return prefix + "MLIP.BMP";
  91. case EWallVisual::KEEP_BATTLEMENT:
  92. return prefix + "MANC.BMP";
  93. case EWallVisual::BOTTOM_BATTLEMENT:
  94. return prefix + "TW1C.BMP";
  95. case EWallVisual::UPPER_BATTLEMENT:
  96. return prefix + "TW2C.BMP";
  97. default:
  98. return "";
  99. }
  100. }
  101. void CBattleSiegeController::showWallPiece(std::shared_ptr<CCanvas> canvas, EWallVisual::EWallVisual what, const Point & offset)
  102. {
  103. auto & ci = town->town->clientInfo;
  104. auto const & pos = ci.siegePositions[what];
  105. if ( wallPieceImages[what])
  106. canvas->draw(wallPieceImages[what], offset + Point(pos.x, pos.y));
  107. }
  108. std::string CBattleSiegeController::getBattleBackgroundName() const
  109. {
  110. const std::string & prefix = town->town->clientInfo.siegePrefix;
  111. return prefix + "BACK.BMP";
  112. }
  113. bool CBattleSiegeController::getWallPieceExistance(EWallVisual::EWallVisual what) const
  114. {
  115. //FIXME: use this instead of buildings test?
  116. //ui8 siegeLevel = owner->curInt->cb->battleGetSiegeLevel();
  117. switch (what)
  118. {
  119. case EWallVisual::MOAT: return town->hasBuilt(BuildingID::CITADEL) && town->town->faction->index != ETownType::TOWER;
  120. case EWallVisual::MOAT_BANK: return town->hasBuilt(BuildingID::CITADEL) && town->town->faction->index != ETownType::TOWER && town->town->faction->index != ETownType::NECROPOLIS;
  121. case EWallVisual::KEEP_BATTLEMENT: return town->hasBuilt(BuildingID::CITADEL) && EWallState::EWallState(owner->curInt->cb->battleGetWallState(EWallPart::KEEP)) != EWallState::DESTROYED;
  122. case EWallVisual::UPPER_BATTLEMENT: return town->hasBuilt(BuildingID::CASTLE) && EWallState::EWallState(owner->curInt->cb->battleGetWallState(EWallPart::UPPER_TOWER)) != EWallState::DESTROYED;
  123. case EWallVisual::BOTTOM_BATTLEMENT: return town->hasBuilt(BuildingID::CASTLE) && EWallState::EWallState(owner->curInt->cb->battleGetWallState(EWallPart::BOTTOM_TOWER)) != EWallState::DESTROYED;
  124. default: return true;
  125. }
  126. }
  127. BattleHex CBattleSiegeController::getWallPiecePosition(EWallVisual::EWallVisual what) const
  128. {
  129. static const std::array<BattleHex, 18> wallsPositions = {
  130. BattleHex::INVALID, // BACKGROUND, // handled separately
  131. BattleHex::HEX_BEFORE_ALL, // BACKGROUND_WALL,
  132. 135, // KEEP,
  133. BattleHex::HEX_AFTER_ALL, // BOTTOM_TOWER,
  134. 182, // BOTTOM_WALL,
  135. 130, // WALL_BELLOW_GATE,
  136. 78, // WALL_OVER_GATE,
  137. 12, // UPPER_WALL,
  138. BattleHex::HEX_BEFORE_ALL, // UPPER_TOWER,
  139. BattleHex::HEX_BEFORE_ALL, // GATE, // 94
  140. 112, // GATE_ARCH,
  141. 165, // BOTTOM_STATIC_WALL,
  142. 45, // UPPER_STATIC_WALL,
  143. BattleHex::INVALID, // MOAT, // printed as absolute obstacle
  144. BattleHex::INVALID, // MOAT_BANK, // printed as absolute obstacle
  145. 135, // KEEP_BATTLEMENT,
  146. BattleHex::HEX_AFTER_ALL, // BOTTOM_BATTLEMENT,
  147. BattleHex::HEX_BEFORE_ALL, // UPPER_BATTLEMENT,
  148. };
  149. return wallsPositions[what];
  150. }
  151. CBattleSiegeController::CBattleSiegeController(CBattleInterface * owner, const CGTownInstance *siegeTown):
  152. owner(owner),
  153. town(siegeTown)
  154. {
  155. assert(owner->fieldController.get() == nullptr); // must be created after this
  156. for (int g = 0; g < wallPieceImages.size(); ++g)
  157. {
  158. if ( g == EWallVisual::GATE ) // gate is initially closed and has no image to display in this state
  159. continue;
  160. if ( !getWallPieceExistance(EWallVisual::EWallVisual(g)) )
  161. continue;
  162. wallPieceImages[g] = IImage::createFromFile(getWallPieceImageName(EWallVisual::EWallVisual(g), EWallState::INTACT));
  163. }
  164. }
  165. const CCreature *CBattleSiegeController::getTurretCreature() const
  166. {
  167. return CGI->creh->objects[town->town->clientInfo.siegeShooter];
  168. }
  169. Point CBattleSiegeController::getTurretCreaturePosition( BattleHex position ) const
  170. {
  171. // Turret positions are read out of the config/wall_pos.txt
  172. int posID = 0;
  173. switch (position)
  174. {
  175. case BattleHex::CASTLE_CENTRAL_TOWER: // keep creature
  176. posID = EWallVisual::CREATURE_KEEP;
  177. break;
  178. case BattleHex::CASTLE_BOTTOM_TOWER: // bottom creature
  179. posID = EWallVisual::CREATURE_BOTTOM_TOWER;
  180. break;
  181. case BattleHex::CASTLE_UPPER_TOWER: // upper creature
  182. posID = EWallVisual::CREATURE_UPPER_TOWER;
  183. break;
  184. }
  185. if (posID != 0)
  186. {
  187. Point result = owner->pos.topLeft();
  188. result.x += town->town->clientInfo.siegePositions[posID].x;
  189. result.y += town->town->clientInfo.siegePositions[posID].y;
  190. return result;
  191. }
  192. assert(0);
  193. return Point(0,0);
  194. }
  195. void CBattleSiegeController::gateStateChanged(const EGateState state)
  196. {
  197. auto oldState = owner->curInt->cb->battleGetGateState();
  198. bool playSound = false;
  199. auto stateId = EWallState::NONE;
  200. switch(state)
  201. {
  202. case EGateState::CLOSED:
  203. if (oldState != EGateState::BLOCKED)
  204. playSound = true;
  205. break;
  206. case EGateState::BLOCKED:
  207. if (oldState != EGateState::CLOSED)
  208. playSound = true;
  209. break;
  210. case EGateState::OPENED:
  211. playSound = true;
  212. stateId = EWallState::DAMAGED;
  213. break;
  214. case EGateState::DESTROYED:
  215. stateId = EWallState::DESTROYED;
  216. break;
  217. }
  218. if (oldState != EGateState::NONE && oldState != EGateState::CLOSED && oldState != EGateState::BLOCKED)
  219. wallPieceImages[EWallVisual::GATE] = nullptr;
  220. if (stateId != EWallState::NONE)
  221. wallPieceImages[EWallVisual::GATE] = IImage::createFromFile(getWallPieceImageName(EWallVisual::GATE, stateId));
  222. if (playSound)
  223. CCS->soundh->playSound(soundBase::DRAWBRG);
  224. }
  225. void CBattleSiegeController::showAbsoluteObstacles(std::shared_ptr<CCanvas> canvas, const Point & offset)
  226. {
  227. if (getWallPieceExistance(EWallVisual::MOAT))
  228. showWallPiece(canvas, EWallVisual::MOAT, offset);
  229. if (getWallPieceExistance(EWallVisual::MOAT_BANK))
  230. showWallPiece(canvas, EWallVisual::MOAT_BANK, offset);
  231. }
  232. BattleHex CBattleSiegeController::getTurretBattleHex(EWallVisual::EWallVisual wallPiece) const
  233. {
  234. switch(wallPiece)
  235. {
  236. case EWallVisual::KEEP_BATTLEMENT: return BattleHex::CASTLE_CENTRAL_TOWER;
  237. case EWallVisual::BOTTOM_BATTLEMENT: return BattleHex::CASTLE_BOTTOM_TOWER;
  238. case EWallVisual::UPPER_BATTLEMENT: return BattleHex::CASTLE_UPPER_TOWER;
  239. }
  240. assert(0);
  241. return BattleHex::INVALID;
  242. }
  243. const CStack * CBattleSiegeController::getTurretStack(EWallVisual::EWallVisual wallPiece) const
  244. {
  245. for (auto & stack : owner->curInt->cb->battleGetAllStacks(true))
  246. {
  247. if ( stack->initialPosition == getTurretBattleHex(wallPiece))
  248. return stack;
  249. }
  250. assert(0);
  251. return nullptr;
  252. }
  253. void CBattleSiegeController::collectRenderableObjects(CBattleFieldRenderer & renderer)
  254. {
  255. for (int i = EWallVisual::WALL_FIRST; i <= EWallVisual::WALL_LAST; ++i)
  256. {
  257. auto wallPiece = EWallVisual::EWallVisual(i);
  258. if ( !getWallPieceExistance(wallPiece))
  259. continue;
  260. if ( getWallPiecePosition(wallPiece) == BattleHex::INVALID)
  261. continue;
  262. if (wallPiece == EWallVisual::KEEP_BATTLEMENT ||
  263. wallPiece == EWallVisual::BOTTOM_BATTLEMENT ||
  264. wallPiece == EWallVisual::UPPER_BATTLEMENT)
  265. {
  266. renderer.insert( EBattleFieldLayer::STACKS, getWallPiecePosition(wallPiece), [this, wallPiece](CBattleFieldRenderer::RendererPtr canvas){
  267. owner->stacksController->showStack(canvas, getTurretStack(wallPiece));
  268. });
  269. renderer.insert( EBattleFieldLayer::BATTLEMENTS, getWallPiecePosition(wallPiece), [this, wallPiece](CBattleFieldRenderer::RendererPtr canvas){
  270. showWallPiece(canvas, wallPiece, owner->pos.topLeft());
  271. });
  272. }
  273. renderer.insert( EBattleFieldLayer::WALLS, getWallPiecePosition(wallPiece), [this, wallPiece](CBattleFieldRenderer::RendererPtr canvas){
  274. showWallPiece(canvas, wallPiece, owner->pos.topLeft());
  275. });
  276. }
  277. }
  278. bool CBattleSiegeController::isAttackableByCatapult(BattleHex hex) const
  279. {
  280. if (owner->tacticsMode)
  281. return false;
  282. auto wallPart = owner->curInt->cb->battleHexToWallPart(hex);
  283. if (!owner->curInt->cb->isWallPartPotentiallyAttackable(wallPart))
  284. return false;
  285. auto state = owner->curInt->cb->battleGetWallState(static_cast<int>(wallPart));
  286. return state != EWallState::DESTROYED && state != EWallState::NONE;
  287. }
  288. void CBattleSiegeController::stackIsCatapulting(const CatapultAttack & ca)
  289. {
  290. if (ca.attacker != -1)
  291. {
  292. const CStack *stack = owner->curInt->cb->battleGetStackByID(ca.attacker);
  293. for (auto attackInfo : ca.attackedParts)
  294. {
  295. owner->stacksController->addNewAnim(new CCatapultAnimation(owner, stack, attackInfo.destinationTile, nullptr, attackInfo.damageDealt));
  296. }
  297. }
  298. else
  299. {
  300. std::vector<Point> positions;
  301. //no attacker stack, assume spell-related (earthquake) - only hit animation
  302. for (auto attackInfo : ca.attackedParts)
  303. positions.push_back(owner->stacksController->getStackPositionAtHex(attackInfo.destinationTile, nullptr) + Point(99, 120));
  304. owner->stacksController->addNewAnim(new CPointEffectAnimation(owner, soundBase::WALLHIT, "SGEXPL.DEF", positions));
  305. }
  306. owner->waitForAnims();
  307. for (auto attackInfo : ca.attackedParts)
  308. {
  309. int wallId = attackInfo.attackedPart + EWallVisual::DESTRUCTIBLE_FIRST;
  310. //gate state changing handled separately
  311. if (wallId == EWallVisual::GATE)
  312. continue;
  313. auto wallState = EWallState::EWallState(owner->curInt->cb->battleGetWallState(attackInfo.attackedPart));
  314. wallPieceImages[wallId] = IImage::createFromFile(getWallPieceImageName(EWallVisual::EWallVisual(wallId), wallState));
  315. }
  316. }
  317. const CGTownInstance *CBattleSiegeController::getSiegedTown() const
  318. {
  319. return town;
  320. }