BattleSiegeController.cpp 12 KB

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  1. /*
  2. * BattleSiegeController.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 "BattleSiegeController.h"
  12. #include "BattleAnimationClasses.h"
  13. #include "BattleFieldController.h"
  14. #include "BattleInterface.h"
  15. #include "BattleRenderer.h"
  16. #include "BattleStacksController.h"
  17. #include "../CPlayerInterface.h"
  18. #include "../GameEngine.h"
  19. #include "../media/ISoundPlayer.h"
  20. #include "../render/Canvas.h"
  21. #include "../render/IImage.h"
  22. #include "../render/IRenderHandler.h"
  23. #include "../../lib/CStack.h"
  24. #include "../../lib/battle/CPlayerBattleCallback.h"
  25. #include "../../lib/entities/building/TownFortifications.h"
  26. #include "../../lib/mapObjects/CGTownInstance.h"
  27. #include "../../lib/networkPacks/PacksForClientBattle.h"
  28. ImagePath BattleSiegeController::getWallPieceImageName(EWallVisual::EWallVisual what, EWallState state) const
  29. {
  30. auto getImageIndex = [&]() -> int
  31. {
  32. int health = static_cast<int>(state);
  33. switch (what)
  34. {
  35. case EWallVisual::KEEP:
  36. case EWallVisual::BOTTOM_TOWER:
  37. case EWallVisual::UPPER_TOWER:
  38. if (health > 0)
  39. return 1;
  40. else
  41. return 2;
  42. default:
  43. {
  44. int healthTotal = town->fortificationsLevel().wallsHealth;
  45. if (healthTotal == health)
  46. return 1;
  47. if (health > 0)
  48. return 2;
  49. return 3;
  50. }
  51. };
  52. };
  53. const std::string & prefix = town->getTown()->clientInfo.siegePrefix;
  54. std::string addit = std::to_string(getImageIndex());
  55. switch(what)
  56. {
  57. case EWallVisual::BACKGROUND_WALL:
  58. {
  59. auto faction = town->getFactionID();
  60. if (faction == ETownType::RAMPART || faction == ETownType::NECROPOLIS || faction == ETownType::DUNGEON || faction == ETownType::STRONGHOLD)
  61. return ImagePath::builtinTODO(prefix + "TPW1.BMP");
  62. else
  63. return ImagePath::builtinTODO(prefix + "TPWL.BMP");
  64. }
  65. case EWallVisual::KEEP:
  66. return ImagePath::builtinTODO(prefix + "MAN" + addit + ".BMP");
  67. case EWallVisual::BOTTOM_TOWER:
  68. return ImagePath::builtinTODO(prefix + "TW1" + addit + ".BMP");
  69. case EWallVisual::BOTTOM_WALL:
  70. return ImagePath::builtinTODO(prefix + "WA1" + addit + ".BMP");
  71. case EWallVisual::WALL_BELLOW_GATE:
  72. return ImagePath::builtinTODO(prefix + "WA3" + addit + ".BMP");
  73. case EWallVisual::WALL_OVER_GATE:
  74. return ImagePath::builtinTODO(prefix + "WA4" + addit + ".BMP");
  75. case EWallVisual::UPPER_WALL:
  76. return ImagePath::builtinTODO(prefix + "WA6" + addit + ".BMP");
  77. case EWallVisual::UPPER_TOWER:
  78. return ImagePath::builtinTODO(prefix + "TW2" + addit + ".BMP");
  79. case EWallVisual::GATE:
  80. return ImagePath::builtinTODO(prefix + "DRW" + addit + ".BMP");
  81. case EWallVisual::GATE_ARCH:
  82. return ImagePath::builtinTODO(prefix + "ARCH.BMP");
  83. case EWallVisual::BOTTOM_STATIC_WALL:
  84. return ImagePath::builtinTODO(prefix + "WA2.BMP");
  85. case EWallVisual::UPPER_STATIC_WALL:
  86. return ImagePath::builtinTODO(prefix + "WA5.BMP");
  87. case EWallVisual::MOAT:
  88. return ImagePath::builtinTODO(prefix + "MOAT.BMP");
  89. case EWallVisual::MOAT_BANK:
  90. return ImagePath::builtinTODO(prefix + "MLIP.BMP");
  91. case EWallVisual::KEEP_BATTLEMENT:
  92. return ImagePath::builtinTODO(prefix + "MANC.BMP");
  93. case EWallVisual::BOTTOM_BATTLEMENT:
  94. return ImagePath::builtinTODO(prefix + "TW1C.BMP");
  95. case EWallVisual::UPPER_BATTLEMENT:
  96. return ImagePath::builtinTODO(prefix + "TW2C.BMP");
  97. default:
  98. return ImagePath();
  99. }
  100. }
  101. void BattleSiegeController::showWallPiece(Canvas & canvas, EWallVisual::EWallVisual what)
  102. {
  103. auto & ci = town->getTown()->clientInfo;
  104. auto const & pos = ci.siegePositions[what];
  105. if ( wallPieceImages[what] && pos.isValid())
  106. canvas.draw(wallPieceImages[what], Point(pos.x, pos.y));
  107. }
  108. ImagePath BattleSiegeController::getBattleBackgroundName() const
  109. {
  110. const std::string & prefix = town->getTown()->clientInfo.siegePrefix;
  111. return ImagePath::builtinTODO(prefix + "BACK.BMP");
  112. }
  113. bool BattleSiegeController::getWallPieceExistence(EWallVisual::EWallVisual what) const
  114. {
  115. const auto & fortifications = town->fortificationsLevel();
  116. switch (what)
  117. {
  118. case EWallVisual::MOAT: return fortifications.hasMoat && town->getTown()->clientInfo.siegePositions.at(EWallVisual::MOAT).isValid();
  119. case EWallVisual::MOAT_BANK: return fortifications.hasMoat && town->getTown()->clientInfo.siegePositions.at(EWallVisual::MOAT_BANK).isValid();
  120. case EWallVisual::KEEP_BATTLEMENT: return fortifications.citadelHealth > 0 && owner.getBattle()->battleGetWallState(EWallPart::KEEP) != EWallState::DESTROYED;
  121. case EWallVisual::UPPER_BATTLEMENT: return fortifications.upperTowerHealth > 0 && owner.getBattle()->battleGetWallState(EWallPart::UPPER_TOWER) != EWallState::DESTROYED;
  122. case EWallVisual::BOTTOM_BATTLEMENT: return fortifications.lowerTowerHealth > 0 && owner.getBattle()->battleGetWallState(EWallPart::BOTTOM_TOWER) != EWallState::DESTROYED;
  123. default: return true;
  124. }
  125. }
  126. BattleHex BattleSiegeController::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. 62, // 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. BattleSiegeController::BattleSiegeController(BattleInterface & 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 ( !getWallPieceExistence(EWallVisual::EWallVisual(g)) )
  160. continue;
  161. wallPieceImages[g] = ENGINE->renderHandler().loadImage(getWallPieceImageName(EWallVisual::EWallVisual(g), EWallState::REINFORCED), EImageBlitMode::COLORKEY);
  162. }
  163. }
  164. const CCreature *BattleSiegeController::getTurretCreature(const BattleHex & position) const
  165. {
  166. switch (position.toInt())
  167. {
  168. case BattleHex::CASTLE_CENTRAL_TOWER:
  169. return town->fortificationsLevel().citadelShooter.toCreature();
  170. case BattleHex::CASTLE_UPPER_TOWER:
  171. return town->fortificationsLevel().upperTowerShooter.toCreature();
  172. case BattleHex::CASTLE_BOTTOM_TOWER:
  173. return town->fortificationsLevel().lowerTowerShooter.toCreature();
  174. }
  175. throw std::runtime_error("Unable to select shooter for tower at " + std::to_string(position.toInt()));
  176. }
  177. Point BattleSiegeController::getTurretCreaturePosition( BattleHex position ) const
  178. {
  179. // Turret positions are read out of the config/wall_pos.txt
  180. int posID = 0;
  181. switch (position.toInt())
  182. {
  183. case BattleHex::CASTLE_CENTRAL_TOWER: // keep creature
  184. posID = EWallVisual::CREATURE_KEEP;
  185. break;
  186. case BattleHex::CASTLE_BOTTOM_TOWER: // bottom creature
  187. posID = EWallVisual::CREATURE_BOTTOM_TOWER;
  188. break;
  189. case BattleHex::CASTLE_UPPER_TOWER: // upper creature
  190. posID = EWallVisual::CREATURE_UPPER_TOWER;
  191. break;
  192. }
  193. if (posID != 0)
  194. {
  195. return {
  196. town->getTown()->clientInfo.siegePositions[posID].x,
  197. town->getTown()->clientInfo.siegePositions[posID].y
  198. };
  199. }
  200. assert(0);
  201. return Point(0,0);
  202. }
  203. void BattleSiegeController::gateStateChanged(const EGateState state)
  204. {
  205. auto oldState = owner.getBattle()->battleGetGateState();
  206. bool playSound = false;
  207. auto stateId = EWallState::NONE;
  208. switch(state)
  209. {
  210. case EGateState::CLOSED:
  211. if (oldState != EGateState::BLOCKED)
  212. playSound = true;
  213. break;
  214. case EGateState::BLOCKED:
  215. if (oldState != EGateState::CLOSED)
  216. playSound = true;
  217. break;
  218. case EGateState::OPENED:
  219. playSound = true;
  220. stateId = EWallState::DAMAGED;
  221. break;
  222. case EGateState::DESTROYED:
  223. stateId = EWallState::DESTROYED;
  224. break;
  225. }
  226. if (oldState != EGateState::NONE && oldState != EGateState::CLOSED && oldState != EGateState::BLOCKED)
  227. wallPieceImages[EWallVisual::GATE] = nullptr;
  228. if (stateId != EWallState::NONE)
  229. wallPieceImages[EWallVisual::GATE] = ENGINE->renderHandler().loadImage(getWallPieceImageName(EWallVisual::GATE, stateId), EImageBlitMode::COLORKEY);
  230. if (playSound)
  231. ENGINE->sound().playSound(soundBase::DRAWBRG);
  232. }
  233. void BattleSiegeController::showAbsoluteObstacles(Canvas & canvas)
  234. {
  235. if (getWallPieceExistence(EWallVisual::MOAT))
  236. showWallPiece(canvas, EWallVisual::MOAT);
  237. if (getWallPieceExistence(EWallVisual::MOAT_BANK))
  238. showWallPiece(canvas, EWallVisual::MOAT_BANK);
  239. }
  240. BattleHex BattleSiegeController::getTurretBattleHex(EWallVisual::EWallVisual wallPiece) const
  241. {
  242. switch(wallPiece)
  243. {
  244. case EWallVisual::KEEP_BATTLEMENT: return BattleHex::CASTLE_CENTRAL_TOWER;
  245. case EWallVisual::BOTTOM_BATTLEMENT: return BattleHex::CASTLE_BOTTOM_TOWER;
  246. case EWallVisual::UPPER_BATTLEMENT: return BattleHex::CASTLE_UPPER_TOWER;
  247. }
  248. assert(0);
  249. return BattleHex::INVALID;
  250. }
  251. const CStack * BattleSiegeController::getTurretStack(EWallVisual::EWallVisual wallPiece) const
  252. {
  253. for (auto & stack : owner.getBattle()->battleGetAllStacks(true))
  254. {
  255. if ( stack->initialPosition == getTurretBattleHex(wallPiece))
  256. return stack;
  257. }
  258. assert(0);
  259. return nullptr;
  260. }
  261. void BattleSiegeController::collectRenderableObjects(BattleRenderer & renderer)
  262. {
  263. for (int i = EWallVisual::WALL_FIRST; i <= EWallVisual::WALL_LAST; ++i)
  264. {
  265. auto wallPiece = EWallVisual::EWallVisual(i);
  266. if ( !getWallPieceExistence(wallPiece))
  267. continue;
  268. if ( getWallPiecePosition(wallPiece) == BattleHex::INVALID)
  269. continue;
  270. if (wallPiece == EWallVisual::KEEP_BATTLEMENT ||
  271. wallPiece == EWallVisual::BOTTOM_BATTLEMENT ||
  272. wallPiece == EWallVisual::UPPER_BATTLEMENT)
  273. {
  274. renderer.insert( EBattleFieldLayer::STACKS, getWallPiecePosition(wallPiece), [this, wallPiece](BattleRenderer::RendererRef canvas){
  275. owner.stacksController->showStack(canvas, getTurretStack(wallPiece));
  276. });
  277. renderer.insert( EBattleFieldLayer::OBSTACLES, getWallPiecePosition(wallPiece), [this, wallPiece](BattleRenderer::RendererRef canvas){
  278. showWallPiece(canvas, wallPiece);
  279. });
  280. }
  281. renderer.insert( EBattleFieldLayer::WALLS, getWallPiecePosition(wallPiece), [this, wallPiece](BattleRenderer::RendererRef canvas){
  282. showWallPiece(canvas, wallPiece);
  283. });
  284. }
  285. }
  286. bool BattleSiegeController::isAttackableByCatapult(const BattleHex & hex) const
  287. {
  288. if (owner.tacticsMode)
  289. return false;
  290. auto wallPart = owner.getBattle()->battleHexToWallPart(hex);
  291. return owner.getBattle()->isWallPartAttackable(wallPart);
  292. }
  293. void BattleSiegeController::stackIsCatapulting(const CatapultAttack & ca)
  294. {
  295. if (ca.attacker != -1)
  296. {
  297. const CStack *stack = owner.getBattle()->battleGetStackByID(ca.attacker);
  298. for (auto attackInfo : ca.attackedParts)
  299. {
  300. owner.stacksController->addNewAnim(new CatapultAnimation(owner, stack, attackInfo.destinationTile, nullptr, attackInfo.damageDealt));
  301. }
  302. }
  303. else
  304. {
  305. std::vector<Point> positions;
  306. //no attacker stack, assume spell-related (earthquake) - only hit animation
  307. for (auto attackInfo : ca.attackedParts)
  308. positions.push_back(owner.stacksController->getStackPositionAtHex(attackInfo.destinationTile, nullptr) + Point(99, 120));
  309. ENGINE->sound().playSound( AudioPath::builtin("WALLHIT") );
  310. owner.stacksController->addNewAnim(new EffectAnimation(owner, AnimationPath::builtin("SGEXPL.DEF"), positions));
  311. }
  312. owner.waitForAnimations();
  313. for (auto attackInfo : ca.attackedParts)
  314. {
  315. int wallId = static_cast<int>(attackInfo.attackedPart) + EWallVisual::DESTRUCTIBLE_FIRST;
  316. //gate state changing handled separately
  317. if (wallId == EWallVisual::GATE)
  318. continue;
  319. auto wallState = EWallState(owner.getBattle()->battleGetWallState(attackInfo.attackedPart));
  320. wallPieceImages[wallId] = ENGINE->renderHandler().loadImage(getWallPieceImageName(EWallVisual::EWallVisual(wallId), wallState), EImageBlitMode::COLORKEY);
  321. }
  322. }
  323. const CGTownInstance *BattleSiegeController::getSiegedTown() const
  324. {
  325. return town;
  326. }