BattleFieldController.cpp 30 KB

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  1. /*
  2. * BattleFieldController.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 "BattleFieldController.h"
  12. #include "BattleInterface.h"
  13. #include "BattleActionsController.h"
  14. #include "BattleInterfaceClasses.h"
  15. #include "BattleEffectsController.h"
  16. #include "BattleSiegeController.h"
  17. #include "BattleStacksController.h"
  18. #include "BattleObstacleController.h"
  19. #include "BattleProjectileController.h"
  20. #include "BattleRenderer.h"
  21. #include "../CGameInfo.h"
  22. #include "../CPlayerInterface.h"
  23. #include "../render/CAnimation.h"
  24. #include "../render/Canvas.h"
  25. #include "../render/IImage.h"
  26. #include "../renderSDL/SDL_Extensions.h"
  27. #include "../gui/CGuiHandler.h"
  28. #include "../gui/CursorHandler.h"
  29. #include "../adventureMap/CInGameConsole.h"
  30. #include "../client/render/CAnimation.h"
  31. #include "../../CCallback.h"
  32. #include "../../lib/BattleFieldHandler.h"
  33. #include "../../lib/CConfigHandler.h"
  34. #include "../../lib/CStack.h"
  35. #include "../../lib/spells/ISpellMechanics.h"
  36. namespace HexMasks
  37. {
  38. // mask definitions that has set to 1 the edges present in the hex edges highlight image
  39. /*
  40. /\
  41. 0 1
  42. / \
  43. | |
  44. 5 2
  45. | |
  46. \ /
  47. 4 3
  48. \/
  49. */
  50. enum HexEdgeMasks {
  51. empty = 0b000000, // empty used when wanting to keep indexes the same but no highlight should be displayed
  52. topLeft = 0b000001,
  53. topRight = 0b000010,
  54. right = 0b000100,
  55. bottomRight = 0b001000,
  56. bottomLeft = 0b010000,
  57. left = 0b100000,
  58. top = 0b000011,
  59. bottom = 0b011000,
  60. topRightHalfCorner = 0b000110,
  61. bottomRightHalfCorner = 0b001100,
  62. bottomLeftHalfCorner = 0b110000,
  63. topLeftHalfCorner = 0b100001,
  64. rightTopAndBottom = 0b001010, // special case, right half can be drawn instead of only top and bottom
  65. leftTopAndBottom = 0b010001, // special case, left half can be drawn instead of only top and bottom
  66. rightHalf = 0b001110,
  67. leftHalf = 0b110001,
  68. topRightCorner = 0b000111,
  69. bottomRightCorner = 0b011100,
  70. bottomLeftCorner = 0b111000,
  71. topLeftCorner = 0b100011
  72. };
  73. }
  74. std::map<int, int> hexEdgeMaskToFrameIndex;
  75. // Maps HexEdgesMask to "Frame" indexes for range highligt images
  76. void initializeHexEdgeMaskToFrameIndex()
  77. {
  78. hexEdgeMaskToFrameIndex[HexMasks::empty] = 0;
  79. hexEdgeMaskToFrameIndex[HexMasks::topLeft] = 1;
  80. hexEdgeMaskToFrameIndex[HexMasks::topRight] = 2;
  81. hexEdgeMaskToFrameIndex[HexMasks::right] = 3;
  82. hexEdgeMaskToFrameIndex[HexMasks::bottomRight] = 4;
  83. hexEdgeMaskToFrameIndex[HexMasks::bottomLeft] = 5;
  84. hexEdgeMaskToFrameIndex[HexMasks::left] = 6;
  85. hexEdgeMaskToFrameIndex[HexMasks::top] = 7;
  86. hexEdgeMaskToFrameIndex[HexMasks::bottom] = 8;
  87. hexEdgeMaskToFrameIndex[HexMasks::topRightHalfCorner] = 9;
  88. hexEdgeMaskToFrameIndex[HexMasks::bottomRightHalfCorner] = 10;
  89. hexEdgeMaskToFrameIndex[HexMasks::bottomLeftHalfCorner] = 11;
  90. hexEdgeMaskToFrameIndex[HexMasks::topLeftHalfCorner] = 12;
  91. hexEdgeMaskToFrameIndex[HexMasks::rightTopAndBottom] = 13;
  92. hexEdgeMaskToFrameIndex[HexMasks::leftTopAndBottom] = 14;
  93. hexEdgeMaskToFrameIndex[HexMasks::rightHalf] = 13;
  94. hexEdgeMaskToFrameIndex[HexMasks::leftHalf] = 14;
  95. hexEdgeMaskToFrameIndex[HexMasks::topRightCorner] = 15;
  96. hexEdgeMaskToFrameIndex[HexMasks::bottomRightCorner] = 16;
  97. hexEdgeMaskToFrameIndex[HexMasks::bottomLeftCorner] = 17;
  98. hexEdgeMaskToFrameIndex[HexMasks::topLeftCorner] = 18;
  99. }
  100. BattleFieldController::BattleFieldController(BattleInterface & owner):
  101. owner(owner)
  102. {
  103. OBJ_CONSTRUCTION_CAPTURING_ALL_NO_DISPOSE;
  104. //preparing cells and hexes
  105. cellBorder = IImage::createFromFile("CCELLGRD.BMP", EImageBlitMode::COLORKEY);
  106. cellShade = IImage::createFromFile("CCELLSHD.BMP");
  107. cellUnitMovementHighlight = IImage::createFromFile("UnitMovementHighlight.PNG", EImageBlitMode::COLORKEY);
  108. cellUnitMaxMovementHighlight = IImage::createFromFile("UnitMaxMovementHighlight.PNG", EImageBlitMode::COLORKEY);
  109. attackCursors = std::make_shared<CAnimation>("CRCOMBAT");
  110. attackCursors->preload();
  111. initializeHexEdgeMaskToFrameIndex();
  112. rangedFullDamageLimitImages = std::make_shared<CAnimation>("battle/rangeHighlights/rangeHighlightsGreen.json");
  113. rangedFullDamageLimitImages->preload();
  114. shootingRangeLimitImages = std::make_shared<CAnimation>("battle/rangeHighlights/rangeHighlightsRed.json");
  115. shootingRangeLimitImages->preload();
  116. flipRangeLimitImagesIntoPositions(rangedFullDamageLimitImages);
  117. flipRangeLimitImagesIntoPositions(shootingRangeLimitImages);
  118. if(!owner.siegeController)
  119. {
  120. auto bfieldType = owner.curInt->cb->battleGetBattlefieldType();
  121. if(bfieldType == BattleField::NONE)
  122. logGlobal->error("Invalid battlefield returned for current battle");
  123. else
  124. background = IImage::createFromFile(bfieldType.getInfo()->graphics, EImageBlitMode::OPAQUE);
  125. }
  126. else
  127. {
  128. std::string backgroundName = owner.siegeController->getBattleBackgroundName();
  129. background = IImage::createFromFile(backgroundName, EImageBlitMode::OPAQUE);
  130. }
  131. pos.w = background->width();
  132. pos.h = background->height();
  133. backgroundWithHexes = std::make_unique<Canvas>(Point(background->width(), background->height()));
  134. updateAccessibleHexes();
  135. addUsedEvents(LCLICK | SHOW_POPUP | MOVE | TIME | GESTURE);
  136. }
  137. void BattleFieldController::activate()
  138. {
  139. LOCPLINT->cingconsole->pos = this->pos;
  140. CIntObject::activate();
  141. }
  142. void BattleFieldController::createHeroes()
  143. {
  144. OBJ_CONSTRUCTION_CAPTURING_ALL_NO_DISPOSE;
  145. // create heroes as part of our constructor for correct positioning inside battlefield
  146. if(owner.attackingHeroInstance)
  147. owner.attackingHero = std::make_shared<BattleHero>(owner, owner.attackingHeroInstance, false);
  148. if(owner.defendingHeroInstance)
  149. owner.defendingHero = std::make_shared<BattleHero>(owner, owner.defendingHeroInstance, true);
  150. }
  151. void BattleFieldController::gesture(bool on, const Point & initialPosition, const Point & finalPosition)
  152. {
  153. if (!on && pos.isInside(finalPosition))
  154. clickLeft(false, false);
  155. }
  156. void BattleFieldController::gesturePanning(const Point & initialPosition, const Point & currentPosition, const Point & lastUpdateDistance)
  157. {
  158. Point distance = currentPosition - initialPosition;
  159. if (distance.length() < settings["battle"]["swipeAttackDistance"].Float())
  160. hoveredHex = getHexAtPosition(initialPosition);
  161. else
  162. hoveredHex = BattleHex::INVALID;
  163. currentAttackOriginPoint = currentPosition;
  164. if (pos.isInside(initialPosition))
  165. owner.actionsController->onHexHovered(getHoveredHex());
  166. }
  167. void BattleFieldController::mouseMoved(const Point & cursorPosition)
  168. {
  169. hoveredHex = getHexAtPosition(cursorPosition);
  170. currentAttackOriginPoint = cursorPosition;
  171. if (pos.isInside(cursorPosition))
  172. owner.actionsController->onHexHovered(getHoveredHex());
  173. else
  174. owner.actionsController->onHoverEnded();
  175. }
  176. void BattleFieldController::clickLeft(tribool down, bool previousState)
  177. {
  178. if(!down)
  179. {
  180. BattleHex selectedHex = getHoveredHex();
  181. if (selectedHex != BattleHex::INVALID)
  182. owner.actionsController->onHexLeftClicked(selectedHex);
  183. }
  184. }
  185. void BattleFieldController::showPopupWindow()
  186. {
  187. BattleHex selectedHex = getHoveredHex();
  188. if (selectedHex != BattleHex::INVALID)
  189. owner.actionsController->onHexRightClicked(selectedHex);
  190. }
  191. void BattleFieldController::renderBattlefield(Canvas & canvas)
  192. {
  193. Canvas clippedCanvas(canvas, pos);
  194. showBackground(clippedCanvas);
  195. BattleRenderer renderer(owner);
  196. renderer.execute(clippedCanvas);
  197. owner.projectilesController->render(clippedCanvas);
  198. }
  199. void BattleFieldController::showBackground(Canvas & canvas)
  200. {
  201. if (owner.stacksController->getActiveStack() != nullptr )
  202. showBackgroundImageWithHexes(canvas);
  203. else
  204. showBackgroundImage(canvas);
  205. showHighlightedHexes(canvas);
  206. }
  207. void BattleFieldController::showBackgroundImage(Canvas & canvas)
  208. {
  209. canvas.draw(background, Point(0, 0));
  210. owner.obstacleController->showAbsoluteObstacles(canvas);
  211. if ( owner.siegeController )
  212. owner.siegeController->showAbsoluteObstacles(canvas);
  213. if (settings["battle"]["cellBorders"].Bool())
  214. {
  215. for (int i=0; i<GameConstants::BFIELD_SIZE; ++i)
  216. {
  217. if ( i % GameConstants::BFIELD_WIDTH == 0)
  218. continue;
  219. if ( i % GameConstants::BFIELD_WIDTH == GameConstants::BFIELD_WIDTH - 1)
  220. continue;
  221. canvas.draw(cellBorder, hexPositionLocal(i).topLeft());
  222. }
  223. }
  224. }
  225. void BattleFieldController::showBackgroundImageWithHexes(Canvas & canvas)
  226. {
  227. canvas.draw(*backgroundWithHexes, Point(0, 0));
  228. }
  229. void BattleFieldController::redrawBackgroundWithHexes()
  230. {
  231. const CStack *activeStack = owner.stacksController->getActiveStack();
  232. std::vector<BattleHex> attackableHexes;
  233. if(activeStack)
  234. occupiableHexes = owner.curInt->cb->battleGetAvailableHexes(activeStack, false, true, &attackableHexes);
  235. // prepare background graphic with hexes and shaded hexes
  236. backgroundWithHexes->draw(background, Point(0,0));
  237. owner.obstacleController->showAbsoluteObstacles(*backgroundWithHexes);
  238. if(owner.siegeController)
  239. owner.siegeController->showAbsoluteObstacles(*backgroundWithHexes);
  240. // show shaded hexes for active's stack valid movement and the hexes that it can attack
  241. if(settings["battle"]["stackRange"].Bool())
  242. {
  243. std::vector<BattleHex> hexesToShade = occupiableHexes;
  244. hexesToShade.insert(hexesToShade.end(), attackableHexes.begin(), attackableHexes.end());
  245. for(BattleHex hex : hexesToShade)
  246. {
  247. showHighlightedHex(*backgroundWithHexes, cellShade, hex, false);
  248. }
  249. }
  250. // draw cell borders
  251. if(settings["battle"]["cellBorders"].Bool())
  252. {
  253. for(int i=0; i<GameConstants::BFIELD_SIZE; ++i)
  254. {
  255. if(i % GameConstants::BFIELD_WIDTH == 0)
  256. continue;
  257. if(i % GameConstants::BFIELD_WIDTH == GameConstants::BFIELD_WIDTH - 1)
  258. continue;
  259. backgroundWithHexes->draw(cellBorder, hexPositionLocal(i).topLeft());
  260. }
  261. }
  262. }
  263. void BattleFieldController::showHighlightedHex(Canvas & canvas, std::shared_ptr<IImage> highlight, BattleHex hex, bool darkBorder)
  264. {
  265. Point hexPos = hexPositionLocal(hex).topLeft();
  266. canvas.draw(highlight, hexPos);
  267. if(!darkBorder && settings["battle"]["cellBorders"].Bool())
  268. canvas.draw(cellBorder, hexPos);
  269. }
  270. std::set<BattleHex> BattleFieldController::getHighlightedHexesForActiveStack()
  271. {
  272. std::set<BattleHex> result;
  273. if(!owner.stacksController->getActiveStack())
  274. return result;
  275. if(!settings["battle"]["stackRange"].Bool())
  276. return result;
  277. auto hoveredHex = getHoveredHex();
  278. std::set<BattleHex> set = owner.curInt->cb->battleGetAttackedHexes(owner.stacksController->getActiveStack(), hoveredHex);
  279. for(BattleHex hex : set)
  280. result.insert(hex);
  281. return result;
  282. }
  283. std::set<BattleHex> BattleFieldController::getMovementRangeForHoveredStack()
  284. {
  285. std::set<BattleHex> result;
  286. if (!owner.stacksController->getActiveStack())
  287. return result;
  288. if (!settings["battle"]["movementHighlightOnHover"].Bool() && !GH.isKeyboardShiftDown())
  289. return result;
  290. auto hoveredHex = getHoveredHex();
  291. // add possible movement hexes for stack under mouse
  292. const CStack * const hoveredStack = owner.curInt->cb->battleGetStackByPos(hoveredHex, true);
  293. if(hoveredStack)
  294. {
  295. std::vector<BattleHex> v = owner.curInt->cb->battleGetAvailableHexes(hoveredStack, true, true, nullptr);
  296. for(BattleHex hex : v)
  297. result.insert(hex);
  298. }
  299. return result;
  300. }
  301. std::set<BattleHex> BattleFieldController::getHighlightedHexesForSpellRange()
  302. {
  303. std::set<BattleHex> result;
  304. auto hoveredHex = getHoveredHex();
  305. if(!settings["battle"]["mouseShadow"].Bool())
  306. return result;
  307. const spells::Caster *caster = nullptr;
  308. const CSpell *spell = nullptr;
  309. spells::Mode mode = owner.actionsController->getCurrentCastMode();
  310. spell = owner.actionsController->getCurrentSpell(hoveredHex);
  311. caster = owner.actionsController->getCurrentSpellcaster();
  312. if(caster && spell) //when casting spell
  313. {
  314. // printing shaded hex(es)
  315. spells::BattleCast event(owner.curInt->cb.get(), caster, mode, spell);
  316. auto shadedHexes = spell->battleMechanics(&event)->rangeInHexes(hoveredHex);
  317. for(BattleHex shadedHex : shadedHexes)
  318. {
  319. if((shadedHex.getX() != 0) && (shadedHex.getX() != GameConstants::BFIELD_WIDTH - 1))
  320. result.insert(shadedHex);
  321. }
  322. }
  323. return result;
  324. }
  325. std::set<BattleHex> BattleFieldController::getHighlightedHexesForMovementTarget()
  326. {
  327. const CStack * stack = owner.stacksController->getActiveStack();
  328. auto hoveredHex = getHoveredHex();
  329. if(!stack)
  330. return {};
  331. std::vector<BattleHex> availableHexes = owner.curInt->cb->battleGetAvailableHexes(stack, false, false, nullptr);
  332. auto hoveredStack = owner.curInt->cb->battleGetStackByPos(hoveredHex, true);
  333. if(owner.curInt->cb->battleCanAttack(stack, hoveredStack, hoveredHex))
  334. {
  335. if(isTileAttackable(hoveredHex))
  336. {
  337. BattleHex attackFromHex = fromWhichHexAttack(hoveredHex);
  338. if(stack->doubleWide())
  339. return {attackFromHex, stack->occupiedHex(attackFromHex)};
  340. else
  341. return {attackFromHex};
  342. }
  343. }
  344. if(vstd::contains(availableHexes, hoveredHex))
  345. {
  346. if(stack->doubleWide())
  347. return {hoveredHex, stack->occupiedHex(hoveredHex)};
  348. else
  349. return {hoveredHex};
  350. }
  351. if(stack->doubleWide())
  352. {
  353. for(auto const & hex : availableHexes)
  354. {
  355. if(stack->occupiedHex(hex) == hoveredHex)
  356. return {hoveredHex, hex};
  357. }
  358. }
  359. return {};
  360. }
  361. #pragma region Range limit highlight helpers
  362. std::vector<BattleHex> BattleFieldController::getRangeHexes(BattleHex sourceHex, uint8_t distance)
  363. {
  364. std::vector<BattleHex> rangeHexes; // used for return
  365. if (!settings["battle"]["rangedFullDamageLimitHighlightOnHover"].Bool() && !GH.isKeyboardShiftDown())
  366. return rangeHexes;
  367. // get only battlefield hexes that are within the given distance
  368. for(auto i = 0; i < GameConstants::BFIELD_SIZE; i++)
  369. {
  370. BattleHex hex(i);
  371. if(hex.isAvailable() && BattleHex::getDistance(sourceHex, hex) <= distance)
  372. rangeHexes.push_back(hex);
  373. }
  374. return rangeHexes;
  375. }
  376. std::vector<BattleHex> BattleFieldController::getRangeLimitHexes(BattleHex hoveredHex, std::vector<BattleHex> rangeHexes, uint8_t distanceToLimit)
  377. {
  378. std::vector<BattleHex> limitHexes; // used for return
  379. // from range hexes get only the ones at the limit
  380. for(auto & hex : rangeHexes)
  381. {
  382. if(BattleHex::getDistance(hoveredHex, hex) == distanceToLimit)
  383. limitHexes.push_back(hex);
  384. }
  385. return limitHexes;
  386. }
  387. bool BattleFieldController::IsHexInRangeLimit(BattleHex hex, std::vector<BattleHex> & rangeLimitHexes, int * hexIndexInRangeLimit)
  388. {
  389. bool hexInRangeLimit = false;
  390. if(!rangeLimitHexes.empty())
  391. {
  392. auto pos = std::find(rangeLimitHexes.begin(), rangeLimitHexes.end(), hex);
  393. *hexIndexInRangeLimit = std::distance(rangeLimitHexes.begin(), pos);
  394. hexInRangeLimit = pos != rangeLimitHexes.end();
  395. }
  396. return hexInRangeLimit;
  397. }
  398. std::vector<std::vector<BattleHex::EDir>> BattleFieldController::getOutsideNeighbourDirectionsForLimitHexes(std::vector<BattleHex> wholeRangeHexes, std::vector<BattleHex> rangeLimitHexes)
  399. {
  400. std::vector<std::vector<BattleHex::EDir>> output;
  401. if(wholeRangeHexes.empty())
  402. return output;
  403. for(auto & hex : rangeLimitHexes)
  404. {
  405. // get all neighbours and their directions
  406. auto neighbouringTiles = hex.allNeighbouringTiles();
  407. std::vector<BattleHex::EDir> outsideNeighbourDirections;
  408. // for each neighbour add to output only the valid ones and only that are not found in rangedFullDamageHexes
  409. for(auto direction = 0; direction < 6; direction++)
  410. {
  411. if(!neighbouringTiles[direction].isAvailable())
  412. continue;
  413. auto it = std::find(wholeRangeHexes.begin(), wholeRangeHexes.end(), neighbouringTiles[direction]);
  414. if(it == wholeRangeHexes.end())
  415. outsideNeighbourDirections.push_back(BattleHex::EDir(direction)); // push direction
  416. }
  417. output.push_back(outsideNeighbourDirections);
  418. }
  419. return output;
  420. }
  421. std::vector<std::shared_ptr<IImage>> BattleFieldController::calculateRangeLimitHighlightImages(std::vector<std::vector<BattleHex::EDir>> hexesNeighbourDirections, std::shared_ptr<CAnimation> limitImages)
  422. {
  423. std::vector<std::shared_ptr<IImage>> output; // if no image is to be shown an empty image is still added to help with traverssing the range
  424. if(hexesNeighbourDirections.empty())
  425. return output;
  426. for(auto & directions : hexesNeighbourDirections)
  427. {
  428. std::bitset<6> mask;
  429. // convert directions to mask
  430. for(auto direction : directions)
  431. mask.set(direction);
  432. uint8_t imageKey = static_cast<uint8_t>(mask.to_ulong());
  433. output.push_back(limitImages->getImage(hexEdgeMaskToFrameIndex[imageKey]));
  434. }
  435. return output;
  436. }
  437. void BattleFieldController::calculateRangeLimitAndHighlightImages(uint8_t distance, std::shared_ptr<CAnimation> rangeLimitImages, std::vector<BattleHex> & rangeLimitHexes, std::vector<std::shared_ptr<IImage>> & rangeLimitHexesHighligts)
  438. {
  439. std::vector<BattleHex> rangeHexes = getRangeHexes(hoveredHex, distance);
  440. rangeLimitHexes = getRangeLimitHexes(hoveredHex, rangeHexes, distance);
  441. std::vector<std::vector<BattleHex::EDir>> rangeLimitNeighbourDirections = getOutsideNeighbourDirectionsForLimitHexes(rangeHexes, rangeLimitHexes);
  442. rangeLimitHexesHighligts = calculateRangeLimitHighlightImages(rangeLimitNeighbourDirections, rangeLimitImages);
  443. }
  444. void BattleFieldController::flipRangeLimitImagesIntoPositions(std::shared_ptr<CAnimation> images)
  445. {
  446. images->getImage(hexEdgeMaskToFrameIndex[HexMasks::topRight])->verticalFlip();
  447. images->getImage(hexEdgeMaskToFrameIndex[HexMasks::right])->verticalFlip();
  448. images->getImage(hexEdgeMaskToFrameIndex[HexMasks::bottomRight])->doubleFlip();
  449. images->getImage(hexEdgeMaskToFrameIndex[HexMasks::bottomLeft])->horizontalFlip();
  450. images->getImage(hexEdgeMaskToFrameIndex[HexMasks::bottom])->horizontalFlip();
  451. images->getImage(hexEdgeMaskToFrameIndex[HexMasks::topRightHalfCorner])->verticalFlip();
  452. images->getImage(hexEdgeMaskToFrameIndex[HexMasks::bottomRightHalfCorner])->doubleFlip();
  453. images->getImage(hexEdgeMaskToFrameIndex[HexMasks::bottomLeftHalfCorner])->horizontalFlip();
  454. images->getImage(hexEdgeMaskToFrameIndex[HexMasks::rightHalf])->verticalFlip();
  455. images->getImage(hexEdgeMaskToFrameIndex[HexMasks::topRightCorner])->verticalFlip();
  456. images->getImage(hexEdgeMaskToFrameIndex[HexMasks::bottomRightCorner])->doubleFlip();
  457. images->getImage(hexEdgeMaskToFrameIndex[HexMasks::bottomLeftCorner])->horizontalFlip();
  458. }
  459. #pragma endregion
  460. void BattleFieldController::showHighlightedHexes(Canvas & canvas)
  461. {
  462. std::vector<BattleHex> rangedFullDamageLimitHexes;
  463. std::vector<BattleHex> shootingRangeLimitHexes;
  464. std::vector<std::shared_ptr<IImage>> rangedFullDamageLimitHexesHighligts;
  465. std::vector<std::shared_ptr<IImage>> shootingRangeLimitHexesHighligts;
  466. std::set<BattleHex> hoveredStackMovementRangeHexes = getMovementRangeForHoveredStack();
  467. std::set<BattleHex> hoveredSpellHexes = getHighlightedHexesForSpellRange();
  468. std::set<BattleHex> hoveredMoveHexes = getHighlightedHexesForMovementTarget();
  469. BattleHex hoveredHex = getHoveredHex();
  470. if(hoveredHex == BattleHex::INVALID)
  471. return;
  472. const CStack * hoveredStack = getHoveredStack();
  473. // skip range limit calculations if unit hovered is not a shooter
  474. if(hoveredStack && hoveredStack->isShooter())
  475. {
  476. // calculate array with highlight images for ranged full damage limit
  477. auto rangedFullDamageDistance = hoveredStack->getRangedFullDamageDistance();
  478. calculateRangeLimitAndHighlightImages(rangedFullDamageDistance, rangedFullDamageLimitImages, rangedFullDamageLimitHexes, rangedFullDamageLimitHexesHighligts);
  479. // calculate array with highlight images for shooting range limit
  480. auto shootingRangeDistance = hoveredStack->getSootingRangeDistance();
  481. calculateRangeLimitAndHighlightImages(shootingRangeDistance, shootingRangeLimitImages, shootingRangeLimitHexes, shootingRangeLimitHexesHighligts);
  482. }
  483. auto const & hoveredMouseHexes = owner.actionsController->currentActionSpellcasting(getHoveredHex()) ? hoveredSpellHexes : hoveredMoveHexes;
  484. for(int hex = 0; hex < GameConstants::BFIELD_SIZE; ++hex)
  485. {
  486. bool stackMovement = hoveredStackMovementRangeHexes.count(hex);
  487. bool mouse = hoveredMouseHexes.count(hex);
  488. // calculate if hex is Ranged Full Damage Limit and its position in highlight array
  489. int hexIndexInRangedFullDamageLimit = 0;
  490. bool hexInRangedFullDamageLimit = IsHexInRangeLimit(hex, rangedFullDamageLimitHexes, &hexIndexInRangedFullDamageLimit);
  491. // calculate if hex is Shooting Range Limit and its position in highlight array
  492. int hexIndexInShootingRangeLimit = 0;
  493. bool hexInShootingRangeLimit = IsHexInRangeLimit(hex, shootingRangeLimitHexes, &hexIndexInShootingRangeLimit);
  494. if(stackMovement && mouse) // area where hovered stackMovement can move shown with highlight. Because also affected by mouse cursor, shade as well
  495. {
  496. showHighlightedHex(canvas, cellUnitMovementHighlight, hex, false);
  497. showHighlightedHex(canvas, cellShade, hex, true);
  498. }
  499. if(!stackMovement && mouse) // hexes affected only at mouse cursor shown as shaded
  500. {
  501. showHighlightedHex(canvas, cellShade, hex, true);
  502. }
  503. if(stackMovement && !mouse) // hexes where hovered stackMovement can move shown with highlight
  504. {
  505. showHighlightedHex(canvas, cellUnitMovementHighlight, hex, false);
  506. }
  507. if(hexInRangedFullDamageLimit)
  508. {
  509. showHighlightedHex(canvas, rangedFullDamageLimitHexesHighligts[hexIndexInRangedFullDamageLimit], hex, false);
  510. }
  511. if(hexInShootingRangeLimit)
  512. {
  513. showHighlightedHex(canvas, shootingRangeLimitHexesHighligts[hexIndexInShootingRangeLimit], hex, false);
  514. }
  515. }
  516. }
  517. Rect BattleFieldController::hexPositionLocal(BattleHex hex) const
  518. {
  519. int x = 14 + ((hex.getY())%2==0 ? 22 : 0) + 44*hex.getX();
  520. int y = 86 + 42 *hex.getY();
  521. int w = cellShade->width();
  522. int h = cellShade->height();
  523. return Rect(x, y, w, h);
  524. }
  525. Rect BattleFieldController::hexPositionAbsolute(BattleHex hex) const
  526. {
  527. return hexPositionLocal(hex) + pos.topLeft();
  528. }
  529. bool BattleFieldController::isPixelInHex(Point const & position)
  530. {
  531. return !cellShade->isTransparent(position);
  532. }
  533. BattleHex BattleFieldController::getHoveredHex()
  534. {
  535. return hoveredHex;
  536. }
  537. const CStack* BattleFieldController::getHoveredStack()
  538. {
  539. auto hoveredHex = getHoveredHex();
  540. const CStack* hoveredStack = owner.curInt->cb->battleGetStackByPos(hoveredHex, true);
  541. return hoveredStack;
  542. }
  543. BattleHex BattleFieldController::getHexAtPosition(Point hoverPos)
  544. {
  545. if (owner.attackingHero)
  546. {
  547. if (owner.attackingHero->pos.isInside(hoverPos))
  548. return BattleHex::HERO_ATTACKER;
  549. }
  550. if (owner.defendingHero)
  551. {
  552. if (owner.attackingHero->pos.isInside(hoverPos))
  553. return BattleHex::HERO_DEFENDER;
  554. }
  555. for (int h = 0; h < GameConstants::BFIELD_SIZE; ++h)
  556. {
  557. Rect hexPosition = hexPositionAbsolute(h);
  558. if (!hexPosition.isInside(hoverPos))
  559. continue;
  560. if (isPixelInHex(hoverPos - hexPosition.topLeft()))
  561. return h;
  562. }
  563. return BattleHex::INVALID;
  564. }
  565. BattleHex::EDir BattleFieldController::selectAttackDirection(BattleHex myNumber)
  566. {
  567. const bool doubleWide = owner.stacksController->getActiveStack()->doubleWide();
  568. auto neighbours = myNumber.allNeighbouringTiles();
  569. // 0 1
  570. // 5 x 2
  571. // 4 3
  572. // if true - our current stack can move into this hex (and attack)
  573. std::array<bool, 8> attackAvailability;
  574. if (doubleWide)
  575. {
  576. // For double-hexes we need to ensure that both hexes needed for this direction are occupyable:
  577. // | -0- | -1- | -2- | -3- | -4- | -5- | -6- | -7-
  578. // | o o - | - o o | - - | - - | - - | - - | o o | - -
  579. // | - x - | - x - | - x o o| - x - | - x - |o o x - | - x - | - x -
  580. // | - - | - - | - - | - o o | o o - | - - | - - | o o
  581. for (size_t i : { 1, 2, 3})
  582. attackAvailability[i] = vstd::contains(occupiableHexes, neighbours[i]) && vstd::contains(occupiableHexes, neighbours[i].cloneInDirection(BattleHex::RIGHT, false));
  583. for (size_t i : { 4, 5, 0})
  584. attackAvailability[i] = vstd::contains(occupiableHexes, neighbours[i]) && vstd::contains(occupiableHexes, neighbours[i].cloneInDirection(BattleHex::LEFT, false));
  585. attackAvailability[6] = vstd::contains(occupiableHexes, neighbours[0]) && vstd::contains(occupiableHexes, neighbours[1]);
  586. attackAvailability[7] = vstd::contains(occupiableHexes, neighbours[3]) && vstd::contains(occupiableHexes, neighbours[4]);
  587. }
  588. else
  589. {
  590. for (size_t i = 0; i < 6; ++i)
  591. attackAvailability[i] = vstd::contains(occupiableHexes, neighbours[i]);
  592. attackAvailability[6] = false;
  593. attackAvailability[7] = false;
  594. }
  595. // Zero available tiles to attack from
  596. if ( vstd::find(attackAvailability, true) == attackAvailability.end())
  597. {
  598. logGlobal->error("Error: cannot find a hex to attack hex %d from!", myNumber);
  599. return BattleHex::NONE;
  600. }
  601. // For each valid direction, select position to test against
  602. std::array<Point, 8> testPoint;
  603. for (size_t i = 0; i < 6; ++i)
  604. if (attackAvailability[i])
  605. testPoint[i] = hexPositionAbsolute(neighbours[i]).center();
  606. // For bottom/top directions select central point, but move it a bit away from true center to reduce zones allocated to them
  607. if (attackAvailability[6])
  608. testPoint[6] = (hexPositionAbsolute(neighbours[0]).center() + hexPositionAbsolute(neighbours[1]).center()) / 2 + Point(0, -5);
  609. if (attackAvailability[7])
  610. testPoint[7] = (hexPositionAbsolute(neighbours[3]).center() + hexPositionAbsolute(neighbours[4]).center()) / 2 + Point(0, 5);
  611. // Compute distance between tested position & cursor position and pick nearest
  612. std::array<int, 8> distance2;
  613. for (size_t i = 0; i < 8; ++i)
  614. if (attackAvailability[i])
  615. distance2[i] = (testPoint[i].y - currentAttackOriginPoint.y)*(testPoint[i].y - currentAttackOriginPoint.y) + (testPoint[i].x - currentAttackOriginPoint.x)*(testPoint[i].x - currentAttackOriginPoint.x);
  616. size_t nearest = -1;
  617. for (size_t i = 0; i < 8; ++i)
  618. if (attackAvailability[i] && (nearest == -1 || distance2[i] < distance2[nearest]) )
  619. nearest = i;
  620. assert(nearest != -1);
  621. return BattleHex::EDir(nearest);
  622. }
  623. BattleHex BattleFieldController::fromWhichHexAttack(BattleHex attackTarget)
  624. {
  625. BattleHex::EDir direction = selectAttackDirection(getHoveredHex());
  626. const CStack * attacker = owner.stacksController->getActiveStack();
  627. assert(direction != BattleHex::NONE);
  628. assert(attacker);
  629. if (!attacker->doubleWide())
  630. {
  631. assert(direction != BattleHex::BOTTOM);
  632. assert(direction != BattleHex::TOP);
  633. return attackTarget.cloneInDirection(direction);
  634. }
  635. else
  636. {
  637. // We need to find position of right hex of double-hex creature (or left for defending side)
  638. // | TOP_LEFT |TOP_RIGHT | RIGHT |BOTTOM_RIGHT|BOTTOM_LEFT| LEFT | TOP |BOTTOM
  639. // | o o - | - o o | - - | - - | - - | - - | o o | - -
  640. // | - x - | - x - | - x o o| - x - | - x - |o o x - | - x - | - x -
  641. // | - - | - - | - - | - o o | o o - | - - | - - | o o
  642. switch (direction)
  643. {
  644. case BattleHex::TOP_LEFT:
  645. case BattleHex::LEFT:
  646. case BattleHex::BOTTOM_LEFT:
  647. {
  648. if ( attacker->unitSide() == BattleSide::ATTACKER )
  649. return attackTarget.cloneInDirection(direction);
  650. else
  651. return attackTarget.cloneInDirection(direction).cloneInDirection(BattleHex::LEFT);
  652. }
  653. case BattleHex::TOP_RIGHT:
  654. case BattleHex::RIGHT:
  655. case BattleHex::BOTTOM_RIGHT:
  656. {
  657. if ( attacker->unitSide() == BattleSide::ATTACKER )
  658. return attackTarget.cloneInDirection(direction).cloneInDirection(BattleHex::RIGHT);
  659. else
  660. return attackTarget.cloneInDirection(direction);
  661. }
  662. case BattleHex::TOP:
  663. {
  664. if ( attacker->unitSide() == BattleSide::ATTACKER )
  665. return attackTarget.cloneInDirection(BattleHex::TOP_RIGHT);
  666. else
  667. return attackTarget.cloneInDirection(BattleHex::TOP_LEFT);
  668. }
  669. case BattleHex::BOTTOM:
  670. {
  671. if ( attacker->unitSide() == BattleSide::ATTACKER )
  672. return attackTarget.cloneInDirection(BattleHex::BOTTOM_RIGHT);
  673. else
  674. return attackTarget.cloneInDirection(BattleHex::BOTTOM_LEFT);
  675. }
  676. default:
  677. assert(0);
  678. return BattleHex::INVALID;
  679. }
  680. }
  681. }
  682. bool BattleFieldController::isTileAttackable(const BattleHex & number) const
  683. {
  684. for (auto & elem : occupiableHexes)
  685. {
  686. if (BattleHex::mutualPosition(elem, number) != -1 || elem == number)
  687. return true;
  688. }
  689. return false;
  690. }
  691. void BattleFieldController::updateAccessibleHexes()
  692. {
  693. auto accessibility = owner.curInt->cb->getAccesibility();
  694. for(int i = 0; i < accessibility.size(); i++)
  695. stackCountOutsideHexes[i] = (accessibility[i] == EAccessibility::ACCESSIBLE || (accessibility[i] == EAccessibility::SIDE_COLUMN));
  696. }
  697. bool BattleFieldController::stackCountOutsideHex(const BattleHex & number) const
  698. {
  699. return stackCountOutsideHexes[number];
  700. }
  701. void BattleFieldController::showAll(Canvas & to)
  702. {
  703. show(to);
  704. }
  705. void BattleFieldController::tick(uint32_t msPassed)
  706. {
  707. updateAccessibleHexes();
  708. owner.stacksController->tick(msPassed);
  709. owner.obstacleController->tick(msPassed);
  710. owner.projectilesController->tick(msPassed);
  711. }
  712. void BattleFieldController::show(Canvas & to)
  713. {
  714. CSDL_Ext::CClipRectGuard guard(to.getInternalSurface(), pos);
  715. renderBattlefield(to);
  716. if (isActive() && isGesturing() && getHoveredHex() != BattleHex::INVALID)
  717. {
  718. auto cursorIndex = CCS->curh->get<Cursor::Combat>();
  719. auto imageIndex = static_cast<size_t>(cursorIndex);
  720. to.draw(attackCursors->getImage(imageIndex), hexPositionAbsolute(getHoveredHex()).center() - CCS->curh->getPivotOffsetCombat(imageIndex));
  721. }
  722. }
  723. bool BattleFieldController::receiveEvent(const Point & position, int eventType) const
  724. {
  725. if (eventType == HOVER)
  726. return true;
  727. return CIntObject::receiveEvent(position, eventType);
  728. }