123456789101112131415161718192021222324252627282930313233343536373839404142434445464748495051525354555657585960616263646566676869707172737475767778798081828384858687888990919293949596979899100101102103104105106107108109110111112113114115116117118119120121122123124125126127128129130131132133134135136137138139140141142143144145146147148149150151152153154155156157158159160161162163164165166167168169170171172173174175176177178179180181182183184185186187188189190191192193194195196197198199200201202203204205206207208209210211212213214215216217218219220221222223224225226227228229230231232233234235236237238239240241242243244245246247248249250251252253254255256257258259260261262263264265266267268269270271272273274275276277278279280281282283284285286287288289290291292293294295296297298299300301302303304305306307308309310311312313314315316317318319320321322323324325326327328329330331332333334335336337338339340341342343344345346347348349350351352353354355356357358359360361362363364365366367368369370371372373374375376377378379380381382383384385386387388389390391392393394395396397398399400401402403404405406407408409410411412413414415416417418419420421422423424425426427428429430431432433434435436437438439440441442443444445446447448449450451452453454455456457458459460461462463464465466467468469470471472473474475476477478479480481482483484485486487488489490491492493494495496497498499500501502503504505506507508509510511512513514515516517518519520521522523524525526527528529530531532533534535536537538539540541542543544545546547548549550551552553554555556557558559560561562563564565566567568569570571572573574575576577578579580581582583584585586587588589590591592593594595596597598599600601602603604605606607608609610611612613614615616617618619620621622623624625626627628 |
- /*
- * 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 "../renderSDL/SDL_Extensions.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"
- BattleFieldController::BattleFieldController(BattleInterface & owner):
- owner(owner)
- {
- OBJ_CONSTRUCTION_CAPTURING_ALL_NO_DISPOSE;
- setMoveEventStrongInterest(true);
- //preparing cells and hexes
- cellBorder = IImage::createFromFile("CCELLGRD.BMP", EImageBlitMode::COLORKEY);
- cellShade = IImage::createFromFile("CCELLSHD.BMP");
- cellUnitMovementHighlight = IImage::createFromFile("UnitMovementHighlight.PNG", EImageBlitMode::COLORKEY);
- cellUnitMaxMovementHighlight = IImage::createFromFile("UnitMaxMovementHighlight.PNG", EImageBlitMode::COLORKEY);
- 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, EImageBlitMode::OPAQUE);
- }
- else
- {
- std::string backgroundName = owner.siegeController->getBattleBackgroundName();
- background = IImage::createFromFile(backgroundName, EImageBlitMode::OPAQUE);
- }
- pos.w = background->width();
- pos.h = background->height();
- backgroundWithHexes = std::make_unique<Canvas>(Point(background->width(), background->height()));
- updateAccessibleHexes();
- addUsedEvents(LCLICK | RCLICK | MOVE | TIME);
- }
- void BattleFieldController::activate()
- {
- LOCPLINT->cingconsole->pos = this->pos;
- CIntObject::activate();
- }
- 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->render(clippedCanvas);
- }
- void BattleFieldController::showBackground(Canvas & canvas)
- {
- if (owner.stacksController->getActiveStack() != nullptr ) //&& creAnims[stacksController->getActiveStack()->unitId()]->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())
- {
- 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;
- canvas.draw(cellBorder, hexPositionLocal(i).topLeft());
- }
- }
- }
- 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)
- occupiableHexes = owner.curInt->cb->battleGetAvailableHexes(activeStack, false, true, &attackableHexes);
- // 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);
- // show shaded hexes for active's stack valid movement and the hexes that it can attack
- if(settings["battle"]["stackRange"].Bool())
- {
- std::vector<BattleHex> hexesToShade = occupiableHexes;
- hexesToShade.insert(hexesToShade.end(), attackableHexes.begin(), attackableHexes.end());
- for(BattleHex hex : hexesToShade)
- {
- showHighlightedHex(*backgroundWithHexes, cellShade, hex, false);
- }
- }
- // draw cell borders
- if(settings["battle"]["cellBorders"].Bool())
- {
- 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;
- backgroundWithHexes->draw(cellBorder, hexPositionLocal(i).topLeft());
- }
- }
- }
- void BattleFieldController::showHighlightedHex(Canvas & canvas, std::shared_ptr<IImage> highlight, BattleHex hex, bool darkBorder)
- {
- Point hexPos = hexPositionLocal(hex).topLeft();
- canvas.draw(highlight, hexPos);
- if(!darkBorder && settings["battle"]["cellBorders"].Bool())
- canvas.draw(cellBorder, hexPos);
- }
- std::set<BattleHex> BattleFieldController::getHighlightedHexesForActiveStack()
- {
- 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);
- return result;
- }
- std::set<BattleHex> BattleFieldController::getMovementRangeForHoveredStack()
- {
- std::set<BattleHex> result;
- if (!owner.stacksController->getActiveStack())
- return result;
- if (!settings["battle"]["movementHighlightOnHover"].Bool() && !GH.isKeyboardShiftDown())
- return result;
- auto hoveredHex = getHoveredHex();
- // add possible movement hexes for stack under mouse
- const CStack * const hoveredStack = owner.curInt->cb->battleGetStackByPos(hoveredHex, true);
- if(hoveredStack)
- {
- std::vector<BattleHex> v = owner.curInt->cb->battleGetAvailableHexes(hoveredStack, true, true, nullptr);
- for(BattleHex hex : v)
- result.insert(hex);
- }
- return result;
- }
- std::set<BattleHex> BattleFieldController::getHighlightedHexesForSpellRange()
- {
- 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(hoveredHex);
- 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 shadedHexes = spell->battleMechanics(&event)->rangeInHexes(hoveredHex);
- for(BattleHex shadedHex : shadedHexes)
- {
- if((shadedHex.getX() != 0) && (shadedHex.getX() != GameConstants::BFIELD_WIDTH - 1))
- result.insert(shadedHex);
- }
- }
- return result;
- }
- std::set<BattleHex> BattleFieldController::getHighlightedHexesForMovementTarget()
- {
- const CStack * stack = owner.stacksController->getActiveStack();
- auto hoveredHex = getHoveredHex();
- if(!stack)
- return {};
- std::vector<BattleHex> availableHexes = owner.curInt->cb->battleGetAvailableHexes(stack, false, 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(availableHexes, hoveredHex))
- {
- if(stack->doubleWide())
- return {hoveredHex, stack->occupiedHex(hoveredHex)};
- else
- return {hoveredHex};
- }
- if(stack->doubleWide())
- {
- for(auto const & hex : availableHexes)
- {
- if(stack->occupiedHex(hex) == hoveredHex)
- return {hoveredHex, hex};
- }
- }
- return {};
- }
- void BattleFieldController::showHighlightedHexes(Canvas & canvas)
- {
- std::set<BattleHex> hoveredStackMovementRangeHexes = getMovementRangeForHoveredStack();
- std::set<BattleHex> hoveredSpellHexes = getHighlightedHexesForSpellRange();
- std::set<BattleHex> hoveredMoveHexes = getHighlightedHexesForMovementTarget();
- if(getHoveredHex() == BattleHex::INVALID)
- return;
- auto const & hoveredMouseHexes = owner.actionsController->currentActionSpellcasting(getHoveredHex()) ? hoveredSpellHexes : hoveredMoveHexes;
- for(int hex = 0; hex < GameConstants::BFIELD_SIZE; ++hex)
- {
- bool stackMovement = hoveredStackMovementRangeHexes.count(hex);
- bool mouse = hoveredMouseHexes.count(hex);
- if(stackMovement && mouse) // area where hovered stackMovement can move shown with highlight. Because also affected by mouse cursor, shade as well
- {
- showHighlightedHex(canvas, cellUnitMovementHighlight, hex, false);
- showHighlightedHex(canvas, cellShade, hex, true);
- }
- if(!stackMovement && mouse) // hexes affected only at mouse cursor shown as shaded
- {
- showHighlightedHex(canvas, cellShade, hex, true);
- }
- if(stackMovement && !mouse) // hexes where hovered stackMovement can move shown with highlight
- {
- showHighlightedHex(canvas, cellUnitMovementHighlight, hex, 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(occupiableHexes, neighbours[i]) && vstd::contains(occupiableHexes, neighbours[i].cloneInDirection(BattleHex::RIGHT, false));
- for (size_t i : { 4, 5, 0})
- attackAvailability[i] = vstd::contains(occupiableHexes, neighbours[i]) && vstd::contains(occupiableHexes, neighbours[i].cloneInDirection(BattleHex::LEFT, false));
- attackAvailability[6] = vstd::contains(occupiableHexes, neighbours[0]) && vstd::contains(occupiableHexes, neighbours[1]);
- attackAvailability[7] = vstd::contains(occupiableHexes, neighbours[3]) && vstd::contains(occupiableHexes, neighbours[4]);
- }
- else
- {
- for (size_t i = 0; i < 6; ++i)
- attackAvailability[i] = vstd::contains(occupiableHexes, 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->unitSide() == 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->unitSide() == BattleSide::ATTACKER )
- return attackTarget.cloneInDirection(direction).cloneInDirection(BattleHex::RIGHT);
- else
- return attackTarget.cloneInDirection(direction);
- }
- case BattleHex::TOP:
- {
- if ( attacker->unitSide() == BattleSide::ATTACKER )
- return attackTarget.cloneInDirection(BattleHex::TOP_RIGHT);
- else
- return attackTarget.cloneInDirection(BattleHex::TOP_LEFT);
- }
- case BattleHex::BOTTOM:
- {
- if ( attacker->unitSide() == 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 : occupiableHexes)
- {
- if (BattleHex::mutualPosition(elem, number) != -1 || elem == number)
- return true;
- }
- return false;
- }
- void BattleFieldController::updateAccessibleHexes()
- {
- auto accessibility = owner.curInt->cb->getAccesibility();
- for(int i = 0; i < accessibility.size(); i++)
- stackCountOutsideHexes[i] = (accessibility[i] == EAccessibility::ACCESSIBLE || (accessibility[i] == EAccessibility::SIDE_COLUMN));
- }
- bool BattleFieldController::stackCountOutsideHex(const BattleHex & number) const
- {
- return stackCountOutsideHexes[number];
- }
- void BattleFieldController::showAll(SDL_Surface * to)
- {
- show(to);
- }
- void BattleFieldController::tick(uint32_t msPassed)
- {
- updateAccessibleHexes();
- owner.stacksController->tick(msPassed);
- owner.obstacleController->tick(msPassed);
- owner.projectilesController->tick(msPassed);
- }
- void BattleFieldController::show(SDL_Surface * to)
- {
- Canvas canvas(to);
- CSDL_Ext::CClipRectGuard guard(to, pos);
- renderBattlefield(canvas);
- }
|