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							- /*
 
-  * CBattleSiegeController.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 "CBattleSiegeController.h"
 
- #include "CBattleAnimations.h"
 
- #include "CBattleInterface.h"
 
- #include "CBattleInterfaceClasses.h"
 
- #include "CBattleStacksController.h"
 
- #include "../CMusicHandler.h"
 
- #include "../CGameInfo.h"
 
- #include "../CPlayerInterface.h"
 
- #include "../gui/CAnimation.h"
 
- #include "../gui/CCanvas.h"
 
- #include "../../CCallback.h"
 
- #include "../../lib/NetPacks.h"
 
- #include "../../lib/CStack.h"
 
- #include "../../lib/mapObjects/CGTownInstance.h"
 
- std::string CBattleSiegeController::getWallPieceImageName(EWallVisual::EWallVisual what, EWallState::EWallState state) const
 
- {
 
- 	auto getImageIndex = [&]() -> int
 
- 	{
 
- 		switch (state)
 
- 		{
 
- 		case EWallState::INTACT :
 
- 			return 1;
 
- 		case EWallState::DAMAGED :
 
- 			// towers don't have separate image here - INTACT and DAMAGED is 1, DESTROYED is 2
 
- 			if(what == EWallVisual::KEEP || what == EWallVisual::BOTTOM_TOWER || what == EWallVisual::UPPER_TOWER)
 
- 				return 1;
 
- 			else
 
- 				return 2;
 
- 		case EWallState::DESTROYED :
 
- 			if (what == EWallVisual::KEEP || what == EWallVisual::BOTTOM_TOWER || what == EWallVisual::UPPER_TOWER)
 
- 				return 2;
 
- 			else
 
- 				return 3;
 
- 		}
 
- 		return 1;
 
- 	};
 
- 	const std::string & prefix = town->town->clientInfo.siegePrefix;
 
- 	std::string addit = boost::lexical_cast<std::string>(getImageIndex());
 
- 	switch(what)
 
- 	{
 
- 	case EWallVisual::BACKGROUND_WALL:
 
- 		{
 
- 			switch(town->town->faction->index)
 
- 			{
 
- 			case ETownType::RAMPART:
 
- 			case ETownType::NECROPOLIS:
 
- 			case ETownType::DUNGEON:
 
- 			case ETownType::STRONGHOLD:
 
- 				return prefix + "TPW1.BMP";
 
- 			default:
 
- 				return prefix + "TPWL.BMP";
 
- 			}
 
- 		}
 
- 	case EWallVisual::KEEP:
 
- 		return prefix + "MAN" + addit + ".BMP";
 
- 	case EWallVisual::BOTTOM_TOWER:
 
- 		return prefix + "TW1" + addit + ".BMP";
 
- 	case EWallVisual::BOTTOM_WALL:
 
- 		return prefix + "WA1" + addit + ".BMP";
 
- 	case EWallVisual::WALL_BELLOW_GATE:
 
- 		return prefix + "WA3" + addit + ".BMP";
 
- 	case EWallVisual::WALL_OVER_GATE:
 
- 		return prefix + "WA4" + addit + ".BMP";
 
- 	case EWallVisual::UPPER_WALL:
 
- 		return prefix + "WA6" + addit + ".BMP";
 
- 	case EWallVisual::UPPER_TOWER:
 
- 		return prefix + "TW2" + addit + ".BMP";
 
- 	case EWallVisual::GATE:
 
- 		return prefix + "DRW" + addit + ".BMP";
 
- 	case EWallVisual::GATE_ARCH:
 
- 		return prefix + "ARCH.BMP";
 
- 	case EWallVisual::BOTTOM_STATIC_WALL:
 
- 		return prefix + "WA2.BMP";
 
- 	case EWallVisual::UPPER_STATIC_WALL:
 
- 		return prefix + "WA5.BMP";
 
- 	case EWallVisual::MOAT:
 
- 		return prefix + "MOAT.BMP";
 
- 	case EWallVisual::BACKGROUND_MOAT:
 
- 		return prefix + "MLIP.BMP";
 
- 	case EWallVisual::KEEP_BATTLEMENT:
 
- 		return prefix + "MANC.BMP";
 
- 	case EWallVisual::BOTTOM_BATTLEMENT:
 
- 		return prefix + "TW1C.BMP";
 
- 	case EWallVisual::UPPER_BATTLEMENT:
 
- 		return prefix + "TW2C.BMP";
 
- 	default:
 
- 		return "";
 
- 	}
 
- }
 
- void CBattleSiegeController::showWallPiece(std::shared_ptr<CCanvas> canvas, EWallVisual::EWallVisual what, const Point & offset)
 
- {
 
- 	auto & ci = town->town->clientInfo;
 
- 	auto const & pos = ci.siegePositions[what];
 
- 	if ( wallPieceImages[what])
 
- 		canvas->draw(wallPieceImages[what], offset + Point(pos.x, pos.y));
 
- }
 
- std::string CBattleSiegeController::getBattleBackgroundName() const
 
- {
 
- 	const std::string & prefix = town->town->clientInfo.siegePrefix;
 
- 	return prefix + "BACK.BMP";
 
- }
 
- bool CBattleSiegeController::getWallPieceExistance(EWallVisual::EWallVisual what) const
 
- {
 
- 	//FIXME: use this instead of buildings test?
 
- 	//ui8 siegeLevel = owner->curInt->cb->battleGetSiegeLevel();
 
- 	bool isMoat = (what == EWallVisual::BACKGROUND_MOAT || what == EWallVisual::MOAT);
 
- 	bool isKeep = what == EWallVisual::KEEP_BATTLEMENT;
 
- 	bool isTower = (what == EWallVisual::UPPER_BATTLEMENT || what == EWallVisual::BOTTOM_BATTLEMENT);
 
- 	bool hasMoat = town->hasBuilt(BuildingID::CITADEL) && town->town->faction->index != ETownType::TOWER;
 
- 	bool hasKeep = town->hasBuilt(BuildingID::CITADEL);
 
- 	bool hasTower = town->hasBuilt(BuildingID::CASTLE);
 
- 	if ( isMoat ) return hasMoat;
 
- 	if ( isKeep ) return hasKeep;
 
- 	if ( isTower ) return hasTower;
 
- 	return true;
 
- }
 
- BattleHex CBattleSiegeController::getWallPiecePosition(EWallVisual::EWallVisual what) const
 
- {
 
- 	static const std::array<BattleHex, 18> wallsPositions = {
 
- 		BattleHex::INVALID, // background, handled separately
 
- 		BattleHex::HEX_BEFORE_ALL,
 
- 		135,
 
- 		BattleHex::HEX_AFTER_ALL,
 
- 		182,
 
- 		130,
 
- 		78,
 
- 		12,
 
- 		BattleHex::HEX_BEFORE_ALL,
 
- 		94,
 
- 		112,
 
- 		165,
 
- 		45,
 
- 		BattleHex::INVALID, //moat, printed as obstacle // BattleHex::HEX_BEFORE_ALL,
 
- 		BattleHex::INVALID, //moat, printed as obstacle
 
- 		135,
 
- 		BattleHex::HEX_AFTER_ALL,
 
- 		BattleHex::HEX_BEFORE_ALL
 
- 	};
 
- 	return wallsPositions[what];
 
- }
 
- CBattleSiegeController::CBattleSiegeController(CBattleInterface * owner, const CGTownInstance *siegeTown):
 
- 	owner(owner),
 
- 	town(siegeTown)
 
- {
 
- 	assert(owner->fieldController.get() == nullptr); // must be created after this
 
- 	for (int g = 0; g < wallPieceImages.size(); ++g)
 
- 	{
 
- 		if ( g == EWallVisual::GATE ) // gate is initially closed and has no image to display in this state
 
- 			continue;
 
- 		if ( !getWallPieceExistance(EWallVisual::EWallVisual(g)) )
 
- 			continue;
 
- 		wallPieceImages[g] = IImage::createFromFile(getWallPieceImageName(EWallVisual::EWallVisual(g), EWallState::INTACT));
 
- 	}
 
- }
 
- const CCreature *CBattleSiegeController::getTurretCreature() const
 
- {
 
- 	return CGI->creh->objects[town->town->clientInfo.siegeShooter];
 
- }
 
- Point CBattleSiegeController::getTurretCreaturePosition( BattleHex position ) const
 
- {
 
- 	// Turret positions are read out of the config/wall_pos.txt
 
- 	int posID = 0;
 
- 	switch (position)
 
- 	{
 
- 	case BattleHex::CASTLE_CENTRAL_TOWER: // keep creature
 
- 		posID = EWallVisual::CREATURE_KEEP;
 
- 		break;
 
- 	case BattleHex::CASTLE_BOTTOM_TOWER: // bottom creature
 
- 		posID = EWallVisual::CREATURE_BOTTOM_TOWER;
 
- 		break;
 
- 	case BattleHex::CASTLE_UPPER_TOWER: // upper creature
 
- 		posID = EWallVisual::CREATURE_UPPER_TOWER;
 
- 		break;
 
- 	}
 
- 	if (posID != 0)
 
- 	{
 
- 		Point result = owner->pos.topLeft();
 
- 		result.x += town->town->clientInfo.siegePositions[posID].x;
 
- 		result.y += town->town->clientInfo.siegePositions[posID].y;
 
- 		return result;
 
- 	}
 
- 	assert(0);
 
- 	return Point(0,0);
 
- }
 
- void CBattleSiegeController::gateStateChanged(const EGateState state)
 
- {
 
- 	auto oldState = owner->curInt->cb->battleGetGateState();
 
- 	bool playSound = false;
 
- 	auto stateId = EWallState::NONE;
 
- 	switch(state)
 
- 	{
 
- 	case EGateState::CLOSED:
 
- 		if (oldState != EGateState::BLOCKED)
 
- 			playSound = true;
 
- 		break;
 
- 	case EGateState::BLOCKED:
 
- 		if (oldState != EGateState::CLOSED)
 
- 			playSound = true;
 
- 		break;
 
- 	case EGateState::OPENED:
 
- 		playSound = true;
 
- 		stateId = EWallState::DAMAGED;
 
- 		break;
 
- 	case EGateState::DESTROYED:
 
- 		stateId = EWallState::DESTROYED;
 
- 		break;
 
- 	}
 
- 	if (oldState != EGateState::NONE && oldState != EGateState::CLOSED && oldState != EGateState::BLOCKED)
 
- 		wallPieceImages[EWallVisual::GATE] = nullptr;
 
- 	if (stateId != EWallState::NONE)
 
- 		wallPieceImages[EWallVisual::GATE] = IImage::createFromFile(getWallPieceImageName(EWallVisual::GATE,  stateId));
 
- 	if (playSound)
 
- 		CCS->soundh->playSound(soundBase::DRAWBRG);
 
- }
 
- void CBattleSiegeController::showAbsoluteObstacles(std::shared_ptr<CCanvas> canvas, const Point & offset)
 
- {
 
- 	if (getWallPieceExistance(EWallVisual::MOAT))
 
- 		showWallPiece(canvas, EWallVisual::MOAT, owner->pos.topLeft());
 
- 	if (getWallPieceExistance(EWallVisual::BACKGROUND_MOAT))
 
- 		showWallPiece(canvas, EWallVisual::BACKGROUND_MOAT, owner->pos.topLeft());
 
- }
 
- void CBattleSiegeController::showBattlefieldObjects(std::shared_ptr<CCanvas> canvas, const BattleHex & location )
 
- {
 
- 	for (int i = EWallVisual::WALL_FIRST; i <= EWallVisual::WALL_LAST; ++i)
 
- 	{
 
- 		auto wallPiece = EWallVisual::EWallVisual(i);
 
- 		if ( !getWallPieceExistance(wallPiece))
 
- 			continue;
 
- 		if ( getWallPiecePosition(wallPiece) != location)
 
- 			continue;
 
- 		if (wallPiece != EWallVisual::KEEP_BATTLEMENT &&
 
- 			wallPiece != EWallVisual::BOTTOM_BATTLEMENT &&
 
- 			wallPiece != EWallVisual::UPPER_BATTLEMENT)
 
- 		{
 
- 			showWallPiece(canvas, wallPiece, owner->pos.topLeft());
 
- 			continue;
 
- 		}
 
- 		// tower. check if tower is alive - stack is found
 
- 		BattleHex stackPos;
 
- 		switch(wallPiece)
 
- 		{
 
- 		case EWallVisual::KEEP_BATTLEMENT:
 
- 			stackPos = BattleHex::CASTLE_CENTRAL_TOWER;
 
- 			break;
 
- 		case EWallVisual::BOTTOM_BATTLEMENT:
 
- 			stackPos = BattleHex::CASTLE_BOTTOM_TOWER;
 
- 			break;
 
- 		case EWallVisual::UPPER_BATTLEMENT:
 
- 			stackPos = BattleHex::CASTLE_UPPER_TOWER;
 
- 			break;
 
- 		}
 
- 		const CStack *turret = nullptr;
 
- 		for (auto & stack : owner->curInt->cb->battleGetAllStacks(true))
 
- 		{
 
- 			if(stack->initialPosition == stackPos)
 
- 			{
 
- 				turret = stack;
 
- 				break;
 
- 			}
 
- 		}
 
- 		if (turret)
 
- 		{
 
- 			owner->stacksController->showStack(canvas, turret);
 
- 			showWallPiece(canvas, wallPiece, owner->pos.topLeft());
 
- 		}
 
- 	}
 
- }
 
- bool CBattleSiegeController::isAttackableByCatapult(BattleHex hex) const
 
- {
 
- 	if (owner->tacticsMode)
 
- 		return false;
 
- 	auto wallPart = owner->curInt->cb->battleHexToWallPart(hex);
 
- 	if (!owner->curInt->cb->isWallPartPotentiallyAttackable(wallPart))
 
- 		return false;
 
- 	auto state = owner->curInt->cb->battleGetWallState(static_cast<int>(wallPart));
 
- 	return state != EWallState::DESTROYED && state != EWallState::NONE;
 
- }
 
- void CBattleSiegeController::stackIsCatapulting(const CatapultAttack & ca)
 
- {
 
- 	if (ca.attacker != -1)
 
- 	{
 
- 		const CStack *stack = owner->curInt->cb->battleGetStackByID(ca.attacker);
 
- 		for (auto attackInfo : ca.attackedParts)
 
- 		{
 
- 			owner->stacksController->addNewAnim(new CShootingAnimation(owner, stack, attackInfo.destinationTile, nullptr, true, attackInfo.damageDealt));
 
- 		}
 
- 	}
 
- 	else
 
- 	{
 
- 		//no attacker stack, assume spell-related (earthquake) - only hit animation
 
- 		for (auto attackInfo : ca.attackedParts)
 
- 		{
 
- 			Point destPos = owner->stacksController->getStackPositionAtHex(attackInfo.destinationTile, nullptr) + Point(99, 120);
 
- 			owner->stacksController->addNewAnim(new CEffectAnimation(owner, "SGEXPL.DEF", destPos.x, destPos.y));
 
- 		}
 
- 	}
 
- 	owner->waitForAnims();
 
- 	for (auto attackInfo : ca.attackedParts)
 
- 	{
 
- 		int wallId = attackInfo.attackedPart + EWallVisual::DESTRUCTIBLE_FIRST;
 
- 		//gate state changing handled separately
 
- 		if (wallId == EWallVisual::GATE)
 
- 			continue;
 
- 		auto wallState = EWallState::EWallState(owner->curInt->cb->battleGetWallState(attackInfo.attackedPart));
 
- 		wallPieceImages[wallId] = IImage::createFromFile(getWallPieceImageName(EWallVisual::EWallVisual(wallId), wallState));
 
- 	}
 
- }
 
 
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