CBattleSiegeController.cpp 11 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::BACKGROUND_MOAT:
  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. bool isMoat = (what == EWallVisual::BACKGROUND_MOAT || what == EWallVisual::MOAT);
  117. bool isKeep = what == EWallVisual::KEEP_BATTLEMENT;
  118. bool isTower = (what == EWallVisual::UPPER_BATTLEMENT || what == EWallVisual::BOTTOM_BATTLEMENT);
  119. bool hasMoat = town->hasBuilt(BuildingID::CITADEL) && town->town->faction->index != ETownType::TOWER;
  120. bool hasKeep = town->hasBuilt(BuildingID::CITADEL);
  121. bool hasTower = town->hasBuilt(BuildingID::CASTLE);
  122. if ( isMoat ) return hasMoat;
  123. if ( isKeep ) return hasKeep;
  124. if ( isTower ) return hasTower;
  125. return true;
  126. }
  127. BattleHex CBattleSiegeController::getWallPiecePosition(EWallVisual::EWallVisual what) const
  128. {
  129. static const std::array<BattleHex, 18> wallsPositions = {
  130. BattleHex::INVALID, // background, handled separately
  131. BattleHex::HEX_BEFORE_ALL,
  132. 135,
  133. BattleHex::HEX_AFTER_ALL,
  134. 182,
  135. 130,
  136. 78,
  137. 12,
  138. BattleHex::HEX_BEFORE_ALL,
  139. 94,
  140. 112,
  141. 165,
  142. 45,
  143. BattleHex::INVALID, //moat, printed as obstacle // BattleHex::HEX_BEFORE_ALL,
  144. BattleHex::INVALID, //moat, printed as obstacle
  145. 135,
  146. BattleHex::HEX_AFTER_ALL,
  147. BattleHex::HEX_BEFORE_ALL
  148. };
  149. return wallsPositions[what];
  150. }
  151. CBattleSiegeController::CBattleSiegeController(CBattleInterface * owner, const CGTownInstance *siegeTown):
  152. owner(owner),
  153. town(siegeTown)
  154. {
  155. assert(owner->fieldController.get() == nullptr); // must be created after this
  156. for (int g = 0; g < wallPieceImages.size(); ++g)
  157. {
  158. if ( g == EWallVisual::GATE ) // gate is initially closed and has no image to display in this state
  159. continue;
  160. if ( !getWallPieceExistance(EWallVisual::EWallVisual(g)) )
  161. continue;
  162. wallPieceImages[g] = IImage::createFromFile(getWallPieceImageName(EWallVisual::EWallVisual(g), EWallState::INTACT));
  163. }
  164. }
  165. const CCreature *CBattleSiegeController::getTurretCreature() const
  166. {
  167. return CGI->creh->objects[town->town->clientInfo.siegeShooter];
  168. }
  169. Point CBattleSiegeController::getTurretCreaturePosition( BattleHex position ) const
  170. {
  171. // Turret positions are read out of the config/wall_pos.txt
  172. int posID = 0;
  173. switch (position)
  174. {
  175. case BattleHex::CASTLE_CENTRAL_TOWER: // keep creature
  176. posID = EWallVisual::CREATURE_KEEP;
  177. break;
  178. case BattleHex::CASTLE_BOTTOM_TOWER: // bottom creature
  179. posID = EWallVisual::CREATURE_BOTTOM_TOWER;
  180. break;
  181. case BattleHex::CASTLE_UPPER_TOWER: // upper creature
  182. posID = EWallVisual::CREATURE_UPPER_TOWER;
  183. break;
  184. }
  185. if (posID != 0)
  186. {
  187. Point result = owner->pos.topLeft();
  188. result.x += town->town->clientInfo.siegePositions[posID].x;
  189. result.y += town->town->clientInfo.siegePositions[posID].y;
  190. return result;
  191. }
  192. assert(0);
  193. return Point(0,0);
  194. }
  195. void CBattleSiegeController::gateStateChanged(const EGateState state)
  196. {
  197. auto oldState = owner->curInt->cb->battleGetGateState();
  198. bool playSound = false;
  199. auto stateId = EWallState::NONE;
  200. switch(state)
  201. {
  202. case EGateState::CLOSED:
  203. if (oldState != EGateState::BLOCKED)
  204. playSound = true;
  205. break;
  206. case EGateState::BLOCKED:
  207. if (oldState != EGateState::CLOSED)
  208. playSound = true;
  209. break;
  210. case EGateState::OPENED:
  211. playSound = true;
  212. stateId = EWallState::DAMAGED;
  213. break;
  214. case EGateState::DESTROYED:
  215. stateId = EWallState::DESTROYED;
  216. break;
  217. }
  218. if (oldState != EGateState::NONE && oldState != EGateState::CLOSED && oldState != EGateState::BLOCKED)
  219. wallPieceImages[EWallVisual::GATE] = nullptr;
  220. if (stateId != EWallState::NONE)
  221. wallPieceImages[EWallVisual::GATE] = IImage::createFromFile(getWallPieceImageName(EWallVisual::GATE, stateId));
  222. if (playSound)
  223. CCS->soundh->playSound(soundBase::DRAWBRG);
  224. }
  225. void CBattleSiegeController::showAbsoluteObstacles(std::shared_ptr<CCanvas> canvas, const Point & offset)
  226. {
  227. if (getWallPieceExistance(EWallVisual::MOAT))
  228. showWallPiece(canvas, EWallVisual::MOAT, owner->pos.topLeft());
  229. if (getWallPieceExistance(EWallVisual::BACKGROUND_MOAT))
  230. showWallPiece(canvas, EWallVisual::BACKGROUND_MOAT, owner->pos.topLeft());
  231. }
  232. void CBattleSiegeController::showBattlefieldObjects(std::shared_ptr<CCanvas> canvas, const BattleHex & location )
  233. {
  234. for (int i = EWallVisual::WALL_FIRST; i <= EWallVisual::WALL_LAST; ++i)
  235. {
  236. auto wallPiece = EWallVisual::EWallVisual(i);
  237. if ( !getWallPieceExistance(wallPiece))
  238. continue;
  239. if ( getWallPiecePosition(wallPiece) != location)
  240. continue;
  241. if (wallPiece != EWallVisual::KEEP_BATTLEMENT &&
  242. wallPiece != EWallVisual::BOTTOM_BATTLEMENT &&
  243. wallPiece != EWallVisual::UPPER_BATTLEMENT)
  244. {
  245. showWallPiece(canvas, wallPiece, owner->pos.topLeft());
  246. continue;
  247. }
  248. // tower. check if tower is alive - stack is found
  249. BattleHex stackPos;
  250. switch(wallPiece)
  251. {
  252. case EWallVisual::KEEP_BATTLEMENT:
  253. stackPos = BattleHex::CASTLE_CENTRAL_TOWER;
  254. break;
  255. case EWallVisual::BOTTOM_BATTLEMENT:
  256. stackPos = BattleHex::CASTLE_BOTTOM_TOWER;
  257. break;
  258. case EWallVisual::UPPER_BATTLEMENT:
  259. stackPos = BattleHex::CASTLE_UPPER_TOWER;
  260. break;
  261. }
  262. const CStack *turret = nullptr;
  263. for (auto & stack : owner->curInt->cb->battleGetAllStacks(true))
  264. {
  265. if(stack->initialPosition == stackPos)
  266. {
  267. turret = stack;
  268. break;
  269. }
  270. }
  271. if (turret)
  272. {
  273. owner->stacksController->showStack(canvas, turret);
  274. showWallPiece(canvas, wallPiece, owner->pos.topLeft());
  275. }
  276. }
  277. }
  278. bool CBattleSiegeController::isAttackableByCatapult(BattleHex hex) const
  279. {
  280. if (owner->tacticsMode)
  281. return false;
  282. auto wallPart = owner->curInt->cb->battleHexToWallPart(hex);
  283. if (!owner->curInt->cb->isWallPartPotentiallyAttackable(wallPart))
  284. return false;
  285. auto state = owner->curInt->cb->battleGetWallState(static_cast<int>(wallPart));
  286. return state != EWallState::DESTROYED && state != EWallState::NONE;
  287. }
  288. void CBattleSiegeController::stackIsCatapulting(const CatapultAttack & ca)
  289. {
  290. if (ca.attacker != -1)
  291. {
  292. const CStack *stack = owner->curInt->cb->battleGetStackByID(ca.attacker);
  293. for (auto attackInfo : ca.attackedParts)
  294. {
  295. owner->stacksController->addNewAnim(new CShootingAnimation(owner, stack, attackInfo.destinationTile, nullptr, true, attackInfo.damageDealt));
  296. }
  297. }
  298. else
  299. {
  300. //no attacker stack, assume spell-related (earthquake) - only hit animation
  301. for (auto attackInfo : ca.attackedParts)
  302. {
  303. Point destPos = owner->stacksController->getStackPositionAtHex(attackInfo.destinationTile, nullptr) + Point(99, 120);
  304. owner->stacksController->addNewAnim(new CEffectAnimation(owner, "SGEXPL.DEF", destPos.x, destPos.y));
  305. }
  306. }
  307. owner->waitForAnims();
  308. for (auto attackInfo : ca.attackedParts)
  309. {
  310. int wallId = attackInfo.attackedPart + EWallVisual::DESTRUCTIBLE_FIRST;
  311. //gate state changing handled separately
  312. if (wallId == EWallVisual::GATE)
  313. continue;
  314. auto wallState = EWallState::EWallState(owner->curInt->cb->battleGetWallState(attackInfo.attackedPart));
  315. wallPieceImages[wallId] = IImage::createFromFile(getWallPieceImageName(EWallVisual::EWallVisual(wallId), wallState));
  316. }
  317. }