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