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- /*
- * BattleFieldController.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 "BattleFieldController.h"
- #include "BattleInterface.h"
- #include "BattleActionsController.h"
- #include "BattleInterfaceClasses.h"
- #include "BattleEffectsController.h"
- #include "BattleSiegeController.h"
- #include "BattleStacksController.h"
- #include "BattleObstacleController.h"
- #include "BattleProjectileController.h"
- #include "BattleRenderer.h"
- #include "../CGameInfo.h"
- #include "../CPlayerInterface.h"
- #include "../widgets/AdventureMapClasses.h"
- #include "../gui/CAnimation.h"
- #include "../gui/Canvas.h"
- #include "../gui/CGuiHandler.h"
- #include "../gui/CCursorHandler.h"
- #include "../../CCallback.h"
- #include "../../lib/BattleFieldHandler.h"
- #include "../../lib/CConfigHandler.h"
- #include "../../lib/CStack.h"
- #include "../../lib/spells/ISpellMechanics.h"
- BattleFieldController::BattleFieldController(BattleInterface & owner):
- owner(owner)
- {
- OBJ_CONSTRUCTION_CAPTURING_ALL_NO_DISPOSE;
- strongInterest = true;
- //preparing cells and hexes
- cellBorder = IImage::createFromFile("CCELLGRD.BMP");
- cellShade = IImage::createFromFile("CCELLSHD.BMP");
- if(!owner.siegeController)
- {
- auto bfieldType = owner.curInt->cb->battleGetBattlefieldType();
- if(bfieldType == BattleField::NONE)
- logGlobal->error("Invalid battlefield returned for current battle");
- else
- background = IImage::createFromFile(bfieldType.getInfo()->graphics);
- }
- else
- {
- std::string backgroundName = owner.siegeController->getBattleBackgroundName();
- background = IImage::createFromFile(backgroundName);
- }
- pos.w = background->width();
- pos.h = background->height();
- //preparing graphic with cell borders
- cellBorders = std::make_unique<Canvas>(Point(background->width(), background->height()));
- for (int i=0; i<GameConstants::BFIELD_SIZE; ++i)
- {
- if ( i % GameConstants::BFIELD_WIDTH == 0)
- continue;
- if ( i % GameConstants::BFIELD_WIDTH == GameConstants::BFIELD_WIDTH - 1)
- continue;
- cellBorders->draw(cellBorder, hexPositionLocal(i).topLeft());
- }
- backgroundWithHexes = std::make_unique<Canvas>(Point(background->width(), background->height()));
- for (int h = 0; h < GameConstants::BFIELD_SIZE; ++h)
- {
- auto hex = std::make_shared<ClickableHex>();
- hex->myNumber = h;
- hex->pos = hexPositionAbsolute(h);
- hex->myInterface = &owner;
- bfield.push_back(hex);
- }
- auto accessibility = owner.curInt->cb->getAccesibility();
- for(int i = 0; i < accessibility.size(); i++)
- stackCountOutsideHexes[i] = (accessibility[i] == EAccessibility::ACCESSIBLE);
- addUsedEvents(MOVE);
- LOCPLINT->cingconsole->pos = this->pos;
- }
- void BattleFieldController::createHeroes()
- {
- OBJ_CONSTRUCTION_CAPTURING_ALL_NO_DISPOSE;
- // create heroes as part of our constructor for correct positioning inside battlefield
- if(owner.attackingHeroInstance)
- owner.attackingHero = std::make_shared<BattleHero>(owner, owner.attackingHeroInstance, false);
- if(owner.defendingHeroInstance)
- owner.defendingHero = std::make_shared<BattleHero>(owner, owner.defendingHeroInstance, true);
- }
- void BattleFieldController::mouseMoved(const SDL_MouseMotionEvent &event)
- {
- BattleHex selectedHex = getHoveredHex();
- owner.actionsController->handleHex(selectedHex, MOVE);
- }
- void BattleFieldController::renderBattlefield(Canvas & canvas)
- {
- Canvas clippedCanvas(canvas, pos);
- showBackground(clippedCanvas);
- BattleRenderer renderer(owner);
- renderer.execute(clippedCanvas);
- owner.projectilesController->showProjectiles(clippedCanvas);
- }
- void BattleFieldController::showBackground(Canvas & canvas)
- {
- if (owner.stacksController->getActiveStack() != nullptr ) //&& creAnims[stacksController->getActiveStack()->ID]->isIdle() //show everything with range
- showBackgroundImageWithHexes(canvas);
- else
- showBackgroundImage(canvas);
- showHighlightedHexes(canvas);
- }
- void BattleFieldController::showBackgroundImage(Canvas & canvas)
- {
- canvas.draw(background, Point(0, 0));
- owner.obstacleController->showAbsoluteObstacles(canvas);
- if ( owner.siegeController )
- owner.siegeController->showAbsoluteObstacles(canvas);
- if (settings["battle"]["cellBorders"].Bool())
- canvas.draw(*cellBorders, Point(0, 0));
- }
- void BattleFieldController::showBackgroundImageWithHexes(Canvas & canvas)
- {
- canvas.draw(*backgroundWithHexes.get(), Point(0, 0));
- }
- void BattleFieldController::redrawBackgroundWithHexes()
- {
- const CStack *activeStack = owner.stacksController->getActiveStack();
- std::vector<BattleHex> attackableHexes;
- 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
- backgroundWithHexes->draw(background, Point(0,0));
- owner.obstacleController->showAbsoluteObstacles(*backgroundWithHexes);
- if ( owner.siegeController )
- owner.siegeController->showAbsoluteObstacles(*backgroundWithHexes);
- if (settings["battle"]["stackRange"].Bool())
- {
- std::vector<BattleHex> hexesToShade = occupyableHexes;
- hexesToShade.insert(hexesToShade.end(), attackableHexes.begin(), attackableHexes.end());
- for (BattleHex hex : hexesToShade)
- {
- backgroundWithHexes->draw(cellShade, hexPositionLocal(hex).topLeft());
- }
- }
- if(settings["battle"]["cellBorders"].Bool())
- backgroundWithHexes->draw(*cellBorders, Point(0, 0));
- }
- void BattleFieldController::showHighlightedHex(Canvas & canvas, BattleHex hex, bool darkBorder)
- {
- Point hexPos = hexPositionLocal(hex).topLeft();
- canvas.draw(cellShade, hexPos);
- if(!darkBorder && settings["battle"]["cellBorders"].Bool())
- canvas.draw(cellBorder, hexPos);
- }
- std::set<BattleHex> BattleFieldController::getHighlightedHexesStackRange()
- {
- std::set<BattleHex> result;
- if ( !owner.stacksController->getActiveStack())
- return result;
- if ( !settings["battle"]["stackRange"].Bool())
- return result;
- auto hoveredHex = getHoveredHex();
- std::set<BattleHex> set = owner.curInt->cb->battleGetAttackedHexes(owner.stacksController->getActiveStack(), hoveredHex, attackingHex);
- for(BattleHex hex : set)
- result.insert(hex);
- // display the movement shadow of the stack at b (i.e. stack under mouse)
- const CStack * const shere = owner.curInt->cb->battleGetStackByPos(hoveredHex, false);
- if(shere && shere != owner.stacksController->getActiveStack() && shere->alive())
- {
- std::vector<BattleHex> v = owner.curInt->cb->battleGetAvailableHexes(shere, true, nullptr);
- for(BattleHex hex : v)
- result.insert(hex);
- }
- return result;
- }
- std::set<BattleHex> BattleFieldController::getHighlightedHexesSpellRange()
- {
- std::set<BattleHex> result;
- auto hoveredHex = getHoveredHex();
- if(!settings["battle"]["mouseShadow"].Bool())
- return result;
- 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(hoveredHex);
- for(BattleHex shadedHex : shaded)
- {
- if((shadedHex.getX() != 0) && (shadedHex.getX() != GameConstants::BFIELD_WIDTH - 1))
- result.insert(shadedHex);
- }
- }
- return result;
- }
- std::set<BattleHex> BattleFieldController::getHighlightedHexesMovementTarget()
- {
- const CStack * stack = owner.stacksController->getActiveStack();
- auto hoveredHex = getHoveredHex();
- if (stack)
- {
- std::vector<BattleHex> v = owner.curInt->cb->battleGetAvailableHexes(stack, false, nullptr);
- auto hoveredStack = owner.curInt->cb->battleGetStackByPos(hoveredHex, true);
- if(owner.curInt->cb->battleCanAttack(stack, hoveredStack, hoveredHex))
- {
- if (isTileAttackable(hoveredHex))
- {
- BattleHex attackFromHex = fromWhichHexAttack(hoveredHex);
- if (stack->doubleWide())
- return {attackFromHex, stack->occupiedHex(attackFromHex)};
- else
- return {attackFromHex};
- }
- }
- if (vstd::contains(v,hoveredHex))
- {
- if (stack->doubleWide())
- return {hoveredHex, stack->occupiedHex(hoveredHex)};
- else
- return {hoveredHex};
- }
- if (stack->doubleWide())
- {
- for (auto const & hex : v)
- {
- if (stack->occupiedHex(hex) == hoveredHex)
- return { hoveredHex, hex };
- }
- }
- }
- return {};
- }
- void BattleFieldController::showHighlightedHexes(Canvas & canvas)
- {
- std::set<BattleHex> hoveredStack = getHighlightedHexesStackRange();
- std::set<BattleHex> hoveredSpell = getHighlightedHexesSpellRange();
- std::set<BattleHex> hoveredMove = getHighlightedHexesMovementTarget();
- auto const & hoveredMouse = owner.actionsController->spellcastingModeActive() ? hoveredSpell : hoveredMove;
- for(int b=0; b<GameConstants::BFIELD_SIZE; ++b)
- {
- bool stack = hoveredStack.count(b);
- bool mouse = hoveredMouse.count(b);
- if ( stack && mouse )
- {
- // area where enemy stack can move AND affected by mouse cursor - create darker highlight by blitting twice
- showHighlightedHex(canvas, b, true);
- showHighlightedHex(canvas, b, true);
- }
- if ( !stack && mouse )
- {
- showHighlightedHex(canvas, b, true);
- }
- if ( stack && !mouse )
- {
- showHighlightedHex(canvas, b, false);
- }
- }
- }
- Rect BattleFieldController::hexPositionLocal(BattleHex hex) const
- {
- int x = 14 + ((hex.getY())%2==0 ? 22 : 0) + 44*hex.getX();
- int y = 86 + 42 *hex.getY();
- int w = cellShade->width();
- int h = cellShade->height();
- return Rect(x, y, w, h);
- }
- Rect BattleFieldController::hexPositionAbsolute(BattleHex hex) const
- {
- return hexPositionLocal(hex) + pos.topLeft();
- }
- bool BattleFieldController::isPixelInHex(Point const & position)
- {
- return !cellShade->isTransparent(position);
- }
- BattleHex BattleFieldController::getHoveredHex()
- {
- for ( auto const & hex : bfield)
- if (hex->hovered && hex->strictHovered)
- return hex->myNumber;
- return BattleHex::INVALID;
- }
- void BattleFieldController::setBattleCursor(BattleHex myNumber)
- {
- Point cursorPos = CCS->curh->position();
- std::vector<Cursor::Combat> sectorCursor = {
- Cursor::Combat::HIT_SOUTHEAST,
- Cursor::Combat::HIT_SOUTHWEST,
- Cursor::Combat::HIT_WEST,
- Cursor::Combat::HIT_NORTHWEST,
- Cursor::Combat::HIT_NORTHEAST,
- Cursor::Combat::HIT_EAST,
- Cursor::Combat::HIT_SOUTH,
- Cursor::Combat::HIT_NORTH,
- };
- auto direction = static_cast<size_t>(selectAttackDirection(myNumber, cursorPos));
- assert(direction != -1);
- if (direction != -1)
- CCS->curh->set(sectorCursor[direction]);
- }
- BattleHex::EDir BattleFieldController::selectAttackDirection(BattleHex myNumber, const Point & cursorPos)
- {
- const bool doubleWide = owner.stacksController->getActiveStack()->doubleWide();
- auto neighbours = myNumber.allNeighbouringTiles();
- // 0 1
- // 5 x 2
- // 4 3
- // if true - our current stack can move into this hex (and attack)
- std::array<bool, 8> attackAvailability;
- if (doubleWide)
- {
- // For double-hexes we need to ensure that both hexes needed for this direction are occupyable:
- // | -0- | -1- | -2- | -3- | -4- | -5- | -6- | -7-
- // | o o - | - o o | - - | - - | - - | - - | o o | - -
- // | - x - | - x - | - x o o| - x - | - x - |o o x - | - x - | - x -
- // | - - | - - | - - | - o o | o o - | - - | - - | o o
- for (size_t i : { 1, 2, 3})
- attackAvailability[i] = vstd::contains(occupyableHexes, neighbours[i]) && vstd::contains(occupyableHexes, neighbours[i].cloneInDirection(BattleHex::RIGHT, false));
- for (size_t i : { 4, 5, 0})
- attackAvailability[i] = vstd::contains(occupyableHexes, neighbours[i]) && vstd::contains(occupyableHexes, neighbours[i].cloneInDirection(BattleHex::LEFT, false));
- attackAvailability[6] = vstd::contains(occupyableHexes, neighbours[0]) && vstd::contains(occupyableHexes, neighbours[1]);
- attackAvailability[7] = vstd::contains(occupyableHexes, neighbours[3]) && vstd::contains(occupyableHexes, neighbours[4]);
- }
- else
- {
- for (size_t i = 0; i < 6; ++i)
- attackAvailability[i] = vstd::contains(occupyableHexes, neighbours[i]);
- attackAvailability[6] = false;
- attackAvailability[7] = false;
- }
- // Zero available tiles to attack from
- if ( vstd::find(attackAvailability, true) == attackAvailability.end())
- {
- logGlobal->error("Error: cannot find a hex to attack hex %d from!", myNumber);
- return BattleHex::NONE;
- }
- // For each valid direction, select position to test against
- std::array<Point, 8> testPoint;
- for (size_t i = 0; i < 6; ++i)
- if (attackAvailability[i])
- testPoint[i] = hexPositionAbsolute(neighbours[i]).center();
- // For bottom/top directions select central point, but move it a bit away from true center to reduce zones allocated to them
- if (attackAvailability[6])
- testPoint[6] = (hexPositionAbsolute(neighbours[0]).center() + hexPositionAbsolute(neighbours[1]).center()) / 2 + Point(0, -5);
- if (attackAvailability[7])
- testPoint[7] = (hexPositionAbsolute(neighbours[3]).center() + hexPositionAbsolute(neighbours[4]).center()) / 2 + Point(0, 5);
- // Compute distance between tested position & cursor position and pick nearest
- std::array<int, 8> distance2;
- for (size_t i = 0; i < 8; ++i)
- if (attackAvailability[i])
- distance2[i] = (testPoint[i].y - cursorPos.y)*(testPoint[i].y - cursorPos.y) + (testPoint[i].x - cursorPos.x)*(testPoint[i].x - cursorPos.x);
- size_t nearest = -1;
- for (size_t i = 0; i < 8; ++i)
- if (attackAvailability[i] && (nearest == -1 || distance2[i] < distance2[nearest]) )
- nearest = i;
- assert(nearest != -1);
- return BattleHex::EDir(nearest);
- }
- BattleHex BattleFieldController::fromWhichHexAttack(BattleHex attackTarget)
- {
- BattleHex::EDir direction = selectAttackDirection(attackTarget, CCS->curh->position());
- const CStack * attacker = owner.stacksController->getActiveStack();
- assert(direction != BattleHex::NONE);
- assert(attacker);
- if (!attacker->doubleWide())
- {
- assert(direction != BattleHex::BOTTOM);
- assert(direction != BattleHex::TOP);
- return attackTarget.cloneInDirection(direction);
- }
- else
- {
- // We need to find position of right hex of double-hex creature (or left for defending side)
- // | TOP_LEFT |TOP_RIGHT | RIGHT |BOTTOM_RIGHT|BOTTOM_LEFT| LEFT | TOP |BOTTOM
- // | o o - | - o o | - - | - - | - - | - - | o o | - -
- // | - x - | - x - | - x o o| - x - | - x - |o o x - | - x - | - x -
- // | - - | - - | - - | - o o | o o - | - - | - - | o o
- switch (direction)
- {
- case BattleHex::TOP_LEFT:
- case BattleHex::LEFT:
- case BattleHex::BOTTOM_LEFT:
- {
- if ( attacker->side == BattleSide::ATTACKER )
- return attackTarget.cloneInDirection(direction);
- else
- return attackTarget.cloneInDirection(direction).cloneInDirection(BattleHex::LEFT);
- }
- case BattleHex::TOP_RIGHT:
- case BattleHex::RIGHT:
- case BattleHex::BOTTOM_RIGHT:
- {
- if ( attacker->side == BattleSide::ATTACKER )
- return attackTarget.cloneInDirection(direction).cloneInDirection(BattleHex::RIGHT);
- else
- return attackTarget.cloneInDirection(direction);
- }
- case BattleHex::TOP:
- {
- if ( attacker->side == BattleSide::ATTACKER )
- return attackTarget.cloneInDirection(BattleHex::TOP_RIGHT);
- else
- return attackTarget.cloneInDirection(BattleHex::TOP_LEFT);
- }
- case BattleHex::BOTTOM:
- {
- if ( attacker->side == BattleSide::ATTACKER )
- return attackTarget.cloneInDirection(BattleHex::BOTTOM_RIGHT);
- else
- return attackTarget.cloneInDirection(BattleHex::BOTTOM_LEFT);
- }
- default:
- assert(0);
- return attackTarget.cloneInDirection(BattleHex::LEFT);
- }
- }
- }
- bool BattleFieldController::isTileAttackable(const BattleHex & number) const
- {
- for (auto & elem : occupyableHexes)
- {
- if (BattleHex::mutualPosition(elem, number) != -1 || elem == number)
- return true;
- }
- return false;
- }
- bool BattleFieldController::stackCountOutsideHex(const BattleHex & number) const
- {
- return stackCountOutsideHexes[number];
- }
- void BattleFieldController::showAll(SDL_Surface * to)
- {
- show(to);
- }
- void BattleFieldController::show(SDL_Surface * to)
- {
- owner.stacksController->update();
- owner.obstacleController->update();
- Canvas canvas(to);
- renderBattlefield(canvas);
- }
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