| 123456789101112131415161718192021222324252627282930313233343536373839404142434445464748495051525354555657585960616263646566676869707172737475767778798081828384858687888990919293949596979899100101102103104105106107108109110111112113114115116117118119120121122123124125126127128129130131132133134135136137138139140141142143144145146147148149150151152153154155156157158159160161162163164165166167168169170171172173174175176177178179180181182183184185186187188189190191192193194195196197198199200201202203204205206207208209210211212213214215216217218219220221222223224225226227228229230231232233234235236237238239240241242243244245246247248249250251252253254255256257258259260261262263264265266267268269270271272273274275276277278279280281282283284285286287288289290291292293294295296297298299300301302303304305306307308309310311312313314315316317318319320321322323324325326327328329330331332333334335336337338339340341342343344345346347348349350351352353354355356357358359360361362363364365366367368369370371372373374375376377378379380381382383384385386387388389390391392393394395396397398399400401402403404405406407408409410411412413414415416417418419420421422423424425426427428429430431432433434435436437438439440441442443444445446447448449450451452453454455456457458459460461462463464465466467468469470471472473474475476477478479480481482483484485486487488489490491492493494495496497498499500501502503504505506507508509510511512513514515516517518519520521522523524525526527528529530531532533534535536537538539540541542543544545546547548549550551552553554555556557558559560561562563564565566567568569570571572573574575576577578579580581582583584585586587588589590591 | /* * 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 "../render/Canvas.h"#include "../render/IImage.h"#include "../gui/CGuiHandler.h"#include "../gui/CursorHandler.h"#include "../adventureMap/CInGameConsole.h"#include "../../CCallback.h"#include "../../lib/BattleFieldHandler.h"#include "../../lib/CConfigHandler.h"#include "../../lib/CStack.h"#include "../../lib/spells/ISpellMechanics.h"#include <SDL_events.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()));	auto accessibility = owner.curInt->cb->getAccesibility();	for(int i = 0; i < accessibility.size(); i++)		stackCountOutsideHexes[i] = (accessibility[i] == EAccessibility::ACCESSIBLE);	addUsedEvents(LCLICK | RCLICK | 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 Point & cursorPosition){	if (!pos.isInside(cursorPosition))	{		owner.actionsController->onHoverEnded();		return;	}	BattleHex selectedHex = getHoveredHex();	owner.actionsController->onHexHovered(selectedHex);}void BattleFieldController::clickLeft(tribool down, bool previousState){	if(!down)	{		BattleHex selectedHex = getHoveredHex();		if (selectedHex != BattleHex::INVALID)			owner.actionsController->onHexLeftClicked(selectedHex);	}}void BattleFieldController::clickRight(tribool down, bool previousState){	if(down)	{		BattleHex selectedHex = getHoveredHex();		if (selectedHex != BattleHex::INVALID)			owner.actionsController->onHexRightClicked(selectedHex);	}}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 stack under mouse	const CStack * const hoveredStack = owner.curInt->cb->battleGetStackByPos(hoveredHex, true);	if(hoveredStack && hoveredStack != owner.stacksController->getActiveStack())	{		std::vector<BattleHex> v = owner.curInt->cb->battleGetAvailableHexes(hoveredStack, 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 = owner.actionsController->getCurrentCastMode();	spell = owner.actionsController->getCurrentSpell();	caster = owner.actionsController->getCurrentSpellcaster();	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();	if (getHoveredHex() == BattleHex::INVALID)		return;	auto const & hoveredMouse = owner.actionsController->currentActionSpellcasting(getHoveredHex()) ? 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(){	Point hoverPos = GH.getCursorPosition();	if (owner.attackingHero)	{		if (owner.attackingHero->pos.isInside(hoverPos))			return BattleHex::HERO_ATTACKER;	}	if (owner.defendingHero)	{		if (owner.attackingHero->pos.isInside(hoverPos))			return BattleHex::HERO_DEFENDER;	}	for (int h = 0; h < GameConstants::BFIELD_SIZE; ++h)	{		Rect hexPosition = hexPositionAbsolute(h);		if (!hexPosition.isInside(hoverPos))			continue;		if (isPixelInHex(hoverPos - hexPosition.topLeft()))			return h;	}	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 BattleHex::INVALID;		}	}}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);}
 |