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 "BattleInterface.h"
  14. #include "BattleInterfaceClasses.h"
  15. #include "BattleStacksController.h"
  16. #include "BattleFieldController.h"
  17. #include "BattleRenderer.h"
  18. #include "../CPlayerInterface.h"
  19. #include "../GameEngine.h"
  20. #include "../media/ISoundPlayer.h"
  21. #include "../render/Canvas.h"
  22. #include "../render/IImage.h"
  23. #include "../render/IRenderHandler.h"
  24. #include "../../lib/CStack.h"
  25. #include "../../lib/battle/CPlayerBattleCallback.h"
  26. #include "../../lib/entities/building/TownFortifications.h"
  27. #include "../../lib/mapObjects/CGTownInstance.h"
  28. #include "../../lib/networkPacks/PacksForClientBattle.h"
  29. ImagePath BattleSiegeController::getWallPieceImageName(EWallVisual::EWallVisual what, EWallState state) const
  30. {
  31. auto getImageIndex = [&]() -> int
  32. {
  33. int health = static_cast<int>(state);
  34. switch (what)
  35. {
  36. case EWallVisual::KEEP:
  37. case EWallVisual::BOTTOM_TOWER:
  38. case EWallVisual::UPPER_TOWER:
  39. if (health > 0)
  40. return 1;
  41. else
  42. return 2;
  43. default:
  44. {
  45. int healthTotal = town->fortificationsLevel().wallsHealth;
  46. if (healthTotal == health)
  47. return 1;
  48. if (health > 0)
  49. return 2;
  50. return 3;
  51. }
  52. };
  53. };
  54. const std::string & prefix = town->getTown()->clientInfo.siegePrefix;
  55. std::string addit = std::to_string(getImageIndex());
  56. switch(what)
  57. {
  58. case EWallVisual::BACKGROUND_WALL:
  59. {
  60. auto faction = town->getFactionID();
  61. if (faction == ETownType::RAMPART || faction == ETownType::NECROPOLIS || faction == ETownType::DUNGEON || faction == ETownType::STRONGHOLD)
  62. return ImagePath::builtinTODO(prefix + "TPW1.BMP");
  63. else
  64. return ImagePath::builtinTODO(prefix + "TPWL.BMP");
  65. }
  66. case EWallVisual::KEEP:
  67. return ImagePath::builtinTODO(prefix + "MAN" + addit + ".BMP");
  68. case EWallVisual::BOTTOM_TOWER:
  69. return ImagePath::builtinTODO(prefix + "TW1" + addit + ".BMP");
  70. case EWallVisual::BOTTOM_WALL:
  71. return ImagePath::builtinTODO(prefix + "WA1" + addit + ".BMP");
  72. case EWallVisual::WALL_BELLOW_GATE:
  73. return ImagePath::builtinTODO(prefix + "WA3" + addit + ".BMP");
  74. case EWallVisual::WALL_OVER_GATE:
  75. return ImagePath::builtinTODO(prefix + "WA4" + addit + ".BMP");
  76. case EWallVisual::UPPER_WALL:
  77. return ImagePath::builtinTODO(prefix + "WA6" + addit + ".BMP");
  78. case EWallVisual::UPPER_TOWER:
  79. return ImagePath::builtinTODO(prefix + "TW2" + addit + ".BMP");
  80. case EWallVisual::GATE:
  81. return ImagePath::builtinTODO(prefix + "DRW" + addit + ".BMP");
  82. case EWallVisual::GATE_ARCH:
  83. return ImagePath::builtinTODO(prefix + "ARCH.BMP");
  84. case EWallVisual::BOTTOM_STATIC_WALL:
  85. return ImagePath::builtinTODO(prefix + "WA2.BMP");
  86. case EWallVisual::UPPER_STATIC_WALL:
  87. return ImagePath::builtinTODO(prefix + "WA5.BMP");
  88. case EWallVisual::MOAT:
  89. return ImagePath::builtinTODO(prefix + "MOAT.BMP");
  90. case EWallVisual::MOAT_BANK:
  91. return ImagePath::builtinTODO(prefix + "MLIP.BMP");
  92. case EWallVisual::KEEP_BATTLEMENT:
  93. return ImagePath::builtinTODO(prefix + "MANC.BMP");
  94. case EWallVisual::BOTTOM_BATTLEMENT:
  95. return ImagePath::builtinTODO(prefix + "TW1C.BMP");
  96. case EWallVisual::UPPER_BATTLEMENT:
  97. return ImagePath::builtinTODO(prefix + "TW2C.BMP");
  98. default:
  99. return ImagePath();
  100. }
  101. }
  102. void BattleSiegeController::showWallPiece(Canvas & canvas, EWallVisual::EWallVisual what)
  103. {
  104. auto & ci = town->getTown()->clientInfo;
  105. auto const & pos = ci.siegePositions[what];
  106. if ( wallPieceImages[what] && pos.isValid())
  107. canvas.draw(wallPieceImages[what], Point(pos.x, pos.y));
  108. }
  109. ImagePath BattleSiegeController::getBattleBackgroundName() const
  110. {
  111. const std::string & prefix = town->getTown()->clientInfo.siegePrefix;
  112. return ImagePath::builtinTODO(prefix + "BACK.BMP");
  113. }
  114. bool BattleSiegeController::getWallPieceExistence(EWallVisual::EWallVisual what) const
  115. {
  116. const auto & fortifications = town->fortificationsLevel();
  117. switch (what)
  118. {
  119. case EWallVisual::MOAT: return fortifications.hasMoat && town->getTown()->clientInfo.siegePositions.at(EWallVisual::MOAT).isValid();
  120. case EWallVisual::MOAT_BANK: return fortifications.hasMoat && town->getTown()->clientInfo.siegePositions.at(EWallVisual::MOAT_BANK).isValid();
  121. case EWallVisual::KEEP_BATTLEMENT: return fortifications.citadelHealth > 0 && owner.getBattle()->battleGetWallState(EWallPart::KEEP) != EWallState::DESTROYED;
  122. case EWallVisual::UPPER_BATTLEMENT: return fortifications.upperTowerHealth > 0 && owner.getBattle()->battleGetWallState(EWallPart::UPPER_TOWER) != EWallState::DESTROYED;
  123. case EWallVisual::BOTTOM_BATTLEMENT: return fortifications.lowerTowerHealth > 0 && owner.getBattle()->battleGetWallState(EWallPart::BOTTOM_TOWER) != EWallState::DESTROYED;
  124. default: return true;
  125. }
  126. }
  127. BattleHex BattleSiegeController::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, // BACKGROUND_WALL,
  132. 135, // KEEP,
  133. BattleHex::HEX_AFTER_ALL, // BOTTOM_TOWER,
  134. 182, // BOTTOM_WALL,
  135. 130, // WALL_BELLOW_GATE,
  136. 62, // WALL_OVER_GATE,
  137. 12, // UPPER_WALL,
  138. BattleHex::HEX_BEFORE_ALL, // UPPER_TOWER,
  139. BattleHex::HEX_BEFORE_ALL, // GATE, // 94
  140. 112, // GATE_ARCH,
  141. 165, // BOTTOM_STATIC_WALL,
  142. 45, // UPPER_STATIC_WALL,
  143. BattleHex::INVALID, // MOAT, // printed as absolute obstacle
  144. BattleHex::INVALID, // MOAT_BANK, // printed as absolute obstacle
  145. 135, // KEEP_BATTLEMENT,
  146. BattleHex::HEX_AFTER_ALL, // BOTTOM_BATTLEMENT,
  147. BattleHex::HEX_BEFORE_ALL, // UPPER_BATTLEMENT,
  148. };
  149. return wallsPositions[what];
  150. }
  151. BattleSiegeController::BattleSiegeController(BattleInterface & 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 ( !getWallPieceExistence(EWallVisual::EWallVisual(g)) )
  161. continue;
  162. wallPieceImages[g] = ENGINE->renderHandler().loadImage(getWallPieceImageName(EWallVisual::EWallVisual(g), EWallState::REINFORCED), EImageBlitMode::COLORKEY);
  163. }
  164. }
  165. const CCreature *BattleSiegeController::getTurretCreature(const BattleHex & position) const
  166. {
  167. switch (position.toInt())
  168. {
  169. case BattleHex::CASTLE_CENTRAL_TOWER:
  170. return town->fortificationsLevel().citadelShooter.toCreature();
  171. case BattleHex::CASTLE_UPPER_TOWER:
  172. return town->fortificationsLevel().upperTowerShooter.toCreature();
  173. case BattleHex::CASTLE_BOTTOM_TOWER:
  174. return town->fortificationsLevel().lowerTowerShooter.toCreature();
  175. }
  176. throw std::runtime_error("Unable to select shooter for tower at " + std::to_string(position.toInt()));
  177. }
  178. Point BattleSiegeController::getTurretCreaturePosition( BattleHex position ) const
  179. {
  180. // Turret positions are read out of the config/wall_pos.txt
  181. int posID = 0;
  182. switch (position.toInt())
  183. {
  184. case BattleHex::CASTLE_CENTRAL_TOWER: // keep creature
  185. posID = EWallVisual::CREATURE_KEEP;
  186. break;
  187. case BattleHex::CASTLE_BOTTOM_TOWER: // bottom creature
  188. posID = EWallVisual::CREATURE_BOTTOM_TOWER;
  189. break;
  190. case BattleHex::CASTLE_UPPER_TOWER: // upper creature
  191. posID = EWallVisual::CREATURE_UPPER_TOWER;
  192. break;
  193. }
  194. if (posID != 0)
  195. {
  196. return {
  197. town->getTown()->clientInfo.siegePositions[posID].x,
  198. town->getTown()->clientInfo.siegePositions[posID].y
  199. };
  200. }
  201. assert(0);
  202. return Point(0,0);
  203. }
  204. void BattleSiegeController::gateStateChanged(const EGateState state)
  205. {
  206. auto oldState = owner.getBattle()->battleGetGateState();
  207. bool playSound = false;
  208. auto stateId = EWallState::NONE;
  209. switch(state)
  210. {
  211. case EGateState::CLOSED:
  212. if (oldState != EGateState::BLOCKED)
  213. playSound = true;
  214. break;
  215. case EGateState::BLOCKED:
  216. if (oldState != EGateState::CLOSED)
  217. playSound = true;
  218. break;
  219. case EGateState::OPENED:
  220. playSound = true;
  221. stateId = EWallState::DAMAGED;
  222. break;
  223. case EGateState::DESTROYED:
  224. stateId = EWallState::DESTROYED;
  225. break;
  226. }
  227. if (oldState != EGateState::NONE && oldState != EGateState::CLOSED && oldState != EGateState::BLOCKED)
  228. wallPieceImages[EWallVisual::GATE] = nullptr;
  229. if (stateId != EWallState::NONE)
  230. wallPieceImages[EWallVisual::GATE] = ENGINE->renderHandler().loadImage(getWallPieceImageName(EWallVisual::GATE, stateId), EImageBlitMode::COLORKEY);
  231. if (playSound)
  232. ENGINE->sound().playSound(soundBase::DRAWBRG);
  233. }
  234. void BattleSiegeController::showAbsoluteObstacles(Canvas & canvas)
  235. {
  236. if (getWallPieceExistence(EWallVisual::MOAT))
  237. showWallPiece(canvas, EWallVisual::MOAT);
  238. if (getWallPieceExistence(EWallVisual::MOAT_BANK))
  239. showWallPiece(canvas, EWallVisual::MOAT_BANK);
  240. }
  241. BattleHex BattleSiegeController::getTurretBattleHex(EWallVisual::EWallVisual wallPiece) const
  242. {
  243. switch(wallPiece)
  244. {
  245. case EWallVisual::KEEP_BATTLEMENT: return BattleHex::CASTLE_CENTRAL_TOWER;
  246. case EWallVisual::BOTTOM_BATTLEMENT: return BattleHex::CASTLE_BOTTOM_TOWER;
  247. case EWallVisual::UPPER_BATTLEMENT: return BattleHex::CASTLE_UPPER_TOWER;
  248. }
  249. assert(0);
  250. return BattleHex::INVALID;
  251. }
  252. const CStack * BattleSiegeController::getTurretStack(EWallVisual::EWallVisual wallPiece) const
  253. {
  254. for (auto & stack : owner.getBattle()->battleGetAllStacks(true))
  255. {
  256. if ( stack->initialPosition == getTurretBattleHex(wallPiece))
  257. return stack;
  258. }
  259. assert(0);
  260. return nullptr;
  261. }
  262. void BattleSiegeController::collectRenderableObjects(BattleRenderer & renderer)
  263. {
  264. for (int i = EWallVisual::WALL_FIRST; i <= EWallVisual::WALL_LAST; ++i)
  265. {
  266. auto wallPiece = EWallVisual::EWallVisual(i);
  267. if ( !getWallPieceExistence(wallPiece))
  268. continue;
  269. if ( getWallPiecePosition(wallPiece) == BattleHex::INVALID)
  270. continue;
  271. if (wallPiece == EWallVisual::KEEP_BATTLEMENT ||
  272. wallPiece == EWallVisual::BOTTOM_BATTLEMENT ||
  273. wallPiece == EWallVisual::UPPER_BATTLEMENT)
  274. {
  275. renderer.insert( EBattleFieldLayer::STACKS, getWallPiecePosition(wallPiece), [this, wallPiece](BattleRenderer::RendererRef canvas){
  276. owner.stacksController->showStack(canvas, getTurretStack(wallPiece));
  277. });
  278. renderer.insert( EBattleFieldLayer::OBSTACLES, getWallPiecePosition(wallPiece), [this, wallPiece](BattleRenderer::RendererRef canvas){
  279. showWallPiece(canvas, wallPiece);
  280. });
  281. }
  282. renderer.insert( EBattleFieldLayer::WALLS, getWallPiecePosition(wallPiece), [this, wallPiece](BattleRenderer::RendererRef canvas){
  283. showWallPiece(canvas, wallPiece);
  284. });
  285. }
  286. }
  287. bool BattleSiegeController::isAttackableByCatapult(const BattleHex & hex) const
  288. {
  289. if (owner.tacticsMode)
  290. return false;
  291. auto wallPart = owner.getBattle()->battleHexToWallPart(hex);
  292. return owner.getBattle()->isWallPartAttackable(wallPart);
  293. }
  294. void BattleSiegeController::stackIsCatapulting(const CatapultAttack & ca)
  295. {
  296. if (ca.attacker != -1)
  297. {
  298. const CStack *stack = owner.getBattle()->battleGetStackByID(ca.attacker);
  299. for (auto attackInfo : ca.attackedParts)
  300. {
  301. owner.stacksController->addNewAnim(new CatapultAnimation(owner, stack, attackInfo.destinationTile, nullptr, attackInfo.damageDealt));
  302. }
  303. }
  304. else
  305. {
  306. std::vector<Point> positions;
  307. //no attacker stack, assume spell-related (earthquake) - only hit animation
  308. for (auto attackInfo : ca.attackedParts)
  309. positions.push_back(owner.stacksController->getStackPositionAtHex(attackInfo.destinationTile, nullptr) + Point(99, 120));
  310. ENGINE->sound().playSound( AudioPath::builtin("WALLHIT") );
  311. owner.stacksController->addNewAnim(new EffectAnimation(owner, AnimationPath::builtin("SGEXPL.DEF"), positions));
  312. }
  313. owner.waitForAnimations();
  314. for (auto attackInfo : ca.attackedParts)
  315. {
  316. int wallId = static_cast<int>(attackInfo.attackedPart) + EWallVisual::DESTRUCTIBLE_FIRST;
  317. //gate state changing handled separately
  318. if (wallId == EWallVisual::GATE)
  319. continue;
  320. auto wallState = EWallState(owner.getBattle()->battleGetWallState(attackInfo.attackedPart));
  321. wallPieceImages[wallId] = ENGINE->renderHandler().loadImage(getWallPieceImageName(EWallVisual::EWallVisual(wallId), wallState), EImageBlitMode::COLORKEY);
  322. }
  323. }
  324. const CGTownInstance *BattleSiegeController::getSiegedTown() const
  325. {
  326. return town;
  327. }