BattleFieldController.cpp 29 KB

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  1. /*
  2. * BattleFieldController.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 "BattleFieldController.h"
  12. #include "BattleInterface.h"
  13. #include "BattleActionsController.h"
  14. #include "BattleInterfaceClasses.h"
  15. #include "BattleEffectsController.h"
  16. #include "BattleSiegeController.h"
  17. #include "BattleStacksController.h"
  18. #include "BattleObstacleController.h"
  19. #include "BattleProjectileController.h"
  20. #include "BattleRenderer.h"
  21. #include "../CGameInfo.h"
  22. #include "../CPlayerInterface.h"
  23. #include "../render/CAnimation.h"
  24. #include "../render/Canvas.h"
  25. #include "../render/IImage.h"
  26. #include "../renderSDL/SDL_Extensions.h"
  27. #include "../gui/CGuiHandler.h"
  28. #include "../gui/CursorHandler.h"
  29. #include "../adventureMap/CInGameConsole.h"
  30. #include "../client/render/CAnimation.h"
  31. #include "../../CCallback.h"
  32. #include "../../lib/BattleFieldHandler.h"
  33. #include "../../lib/CConfigHandler.h"
  34. #include "../../lib/CStack.h"
  35. #include "../../lib/spells/ISpellMechanics.h"
  36. namespace HexMasks
  37. {
  38. // mask definitions that has set to 1 the edges present in the hex edges highlight image
  39. /*
  40. /\
  41. 0 1
  42. / \
  43. | |
  44. 5 2
  45. | |
  46. \ /
  47. 4 3
  48. \/
  49. */
  50. enum HexEdgeMasks {
  51. empty = 0b000000, // empty used when wanting to keep indexes the same but no highlight should be displayed
  52. topLeft = 0b000001,
  53. topRight = 0b000010,
  54. right = 0b000100,
  55. bottomRight = 0b001000,
  56. bottomLeft = 0b010000,
  57. left = 0b100000,
  58. top = 0b000011,
  59. bottom = 0b011000,
  60. topRightHalfCorner = 0b000110,
  61. bottomRightHalfCorner = 0b001100,
  62. bottomLeftHalfCorner = 0b110000,
  63. topLeftHalfCorner = 0b100001,
  64. rightTopAndBottom = 0b001010, // special case, right half can be drawn instead of only top and bottom
  65. leftTopAndBottom = 0b010001, // special case, left half can be drawn instead of only top and bottom
  66. rightHalf = 0b001110,
  67. leftHalf = 0b110001,
  68. topRightCorner = 0b000111,
  69. bottomRightCorner = 0b011100,
  70. bottomLeftCorner = 0b111000,
  71. topLeftCorner = 0b100011
  72. };
  73. }
  74. std::map<int, int> hexEdgeMaskToFrameIndex;
  75. // Maps HexEdgesMask to "Frame" indexes for range highligt images
  76. void initializeHexEdgeMaskToFrameIndex()
  77. {
  78. hexEdgeMaskToFrameIndex[HexMasks::empty] = 0;
  79. hexEdgeMaskToFrameIndex[HexMasks::topLeft] = 1;
  80. hexEdgeMaskToFrameIndex[HexMasks::topRight] = 2;
  81. hexEdgeMaskToFrameIndex[HexMasks::right] = 3;
  82. hexEdgeMaskToFrameIndex[HexMasks::bottomRight] = 4;
  83. hexEdgeMaskToFrameIndex[HexMasks::bottomLeft] = 5;
  84. hexEdgeMaskToFrameIndex[HexMasks::left] = 6;
  85. hexEdgeMaskToFrameIndex[HexMasks::top] = 7;
  86. hexEdgeMaskToFrameIndex[HexMasks::bottom] = 8;
  87. hexEdgeMaskToFrameIndex[HexMasks::topRightHalfCorner] = 9;
  88. hexEdgeMaskToFrameIndex[HexMasks::bottomRightHalfCorner] = 10;
  89. hexEdgeMaskToFrameIndex[HexMasks::bottomLeftHalfCorner] = 11;
  90. hexEdgeMaskToFrameIndex[HexMasks::topLeftHalfCorner] = 12;
  91. hexEdgeMaskToFrameIndex[HexMasks::rightTopAndBottom] = 13;
  92. hexEdgeMaskToFrameIndex[HexMasks::leftTopAndBottom] = 14;
  93. hexEdgeMaskToFrameIndex[HexMasks::rightHalf] = 13;
  94. hexEdgeMaskToFrameIndex[HexMasks::leftHalf] = 14;
  95. hexEdgeMaskToFrameIndex[HexMasks::topRightCorner] = 15;
  96. hexEdgeMaskToFrameIndex[HexMasks::bottomRightCorner] = 16;
  97. hexEdgeMaskToFrameIndex[HexMasks::bottomLeftCorner] = 17;
  98. hexEdgeMaskToFrameIndex[HexMasks::topLeftCorner] = 18;
  99. }
  100. BattleFieldController::BattleFieldController(BattleInterface & owner):
  101. owner(owner)
  102. {
  103. OBJ_CONSTRUCTION_CAPTURING_ALL_NO_DISPOSE;
  104. //preparing cells and hexes
  105. cellBorder = IImage::createFromFile("CCELLGRD.BMP", EImageBlitMode::COLORKEY);
  106. cellShade = IImage::createFromFile("CCELLSHD.BMP");
  107. cellUnitMovementHighlight = IImage::createFromFile("UnitMovementHighlight.PNG", EImageBlitMode::COLORKEY);
  108. cellUnitMaxMovementHighlight = IImage::createFromFile("UnitMaxMovementHighlight.PNG", EImageBlitMode::COLORKEY);
  109. attackCursors = std::make_shared<CAnimation>("CRCOMBAT");
  110. attackCursors->preload();
  111. rangedFullDamageLimitImages = std::make_unique<CAnimation>("battle/rangeHighlights/rangeHighlightsGreen.json");
  112. rangedFullDamageLimitImages->preload();
  113. initializeHexEdgeMaskToFrameIndex();
  114. flipRangedFullDamageLimitImagesIntoPositions();
  115. if(!owner.siegeController)
  116. {
  117. auto bfieldType = owner.curInt->cb->battleGetBattlefieldType();
  118. if(bfieldType == BattleField::NONE)
  119. logGlobal->error("Invalid battlefield returned for current battle");
  120. else
  121. background = IImage::createFromFile(bfieldType.getInfo()->graphics, EImageBlitMode::OPAQUE);
  122. }
  123. else
  124. {
  125. std::string backgroundName = owner.siegeController->getBattleBackgroundName();
  126. background = IImage::createFromFile(backgroundName, EImageBlitMode::OPAQUE);
  127. }
  128. pos.w = background->width();
  129. pos.h = background->height();
  130. backgroundWithHexes = std::make_unique<Canvas>(Point(background->width(), background->height()));
  131. updateAccessibleHexes();
  132. addUsedEvents(LCLICK | RCLICK | MOVE | TIME | GESTURE_PANNING);
  133. }
  134. void BattleFieldController::activate()
  135. {
  136. LOCPLINT->cingconsole->pos = this->pos;
  137. CIntObject::activate();
  138. }
  139. void BattleFieldController::createHeroes()
  140. {
  141. OBJ_CONSTRUCTION_CAPTURING_ALL_NO_DISPOSE;
  142. // create heroes as part of our constructor for correct positioning inside battlefield
  143. if(owner.attackingHeroInstance)
  144. owner.attackingHero = std::make_shared<BattleHero>(owner, owner.attackingHeroInstance, false);
  145. if(owner.defendingHeroInstance)
  146. owner.defendingHero = std::make_shared<BattleHero>(owner, owner.defendingHeroInstance, true);
  147. }
  148. void BattleFieldController::panning(bool on, const Point & initialPosition, const Point & finalPosition)
  149. {
  150. if (!on && pos.isInside(finalPosition))
  151. clickLeft(false, false);
  152. }
  153. void BattleFieldController::gesturePanning(const Point & initialPosition, const Point & currentPosition, const Point & lastUpdateDistance)
  154. {
  155. Point distance = currentPosition - initialPosition;
  156. if (distance.length() < settings["battle"]["swipeAttackDistance"].Float())
  157. hoveredHex = getHexAtPosition(initialPosition);
  158. else
  159. hoveredHex = BattleHex::INVALID;
  160. currentAttackOriginPoint = currentPosition;
  161. if (pos.isInside(initialPosition))
  162. owner.actionsController->onHexHovered(getHoveredHex());
  163. }
  164. void BattleFieldController::mouseMoved(const Point & cursorPosition)
  165. {
  166. hoveredHex = getHexAtPosition(cursorPosition);
  167. currentAttackOriginPoint = cursorPosition;
  168. if (pos.isInside(cursorPosition))
  169. owner.actionsController->onHexHovered(getHoveredHex());
  170. else
  171. owner.actionsController->onHoverEnded();
  172. }
  173. void BattleFieldController::clickLeft(tribool down, bool previousState)
  174. {
  175. if(!down)
  176. {
  177. BattleHex selectedHex = getHoveredHex();
  178. if (selectedHex != BattleHex::INVALID)
  179. owner.actionsController->onHexLeftClicked(selectedHex);
  180. }
  181. }
  182. void BattleFieldController::clickRight(tribool down, bool previousState)
  183. {
  184. if(down)
  185. {
  186. BattleHex selectedHex = getHoveredHex();
  187. if (selectedHex != BattleHex::INVALID)
  188. owner.actionsController->onHexRightClicked(selectedHex);
  189. }
  190. }
  191. void BattleFieldController::renderBattlefield(Canvas & canvas)
  192. {
  193. Canvas clippedCanvas(canvas, pos);
  194. showBackground(clippedCanvas);
  195. BattleRenderer renderer(owner);
  196. renderer.execute(clippedCanvas);
  197. owner.projectilesController->render(clippedCanvas);
  198. }
  199. void BattleFieldController::showBackground(Canvas & canvas)
  200. {
  201. if (owner.stacksController->getActiveStack() != nullptr )
  202. showBackgroundImageWithHexes(canvas);
  203. else
  204. showBackgroundImage(canvas);
  205. showHighlightedHexes(canvas);
  206. }
  207. void BattleFieldController::showBackgroundImage(Canvas & canvas)
  208. {
  209. canvas.draw(background, Point(0, 0));
  210. owner.obstacleController->showAbsoluteObstacles(canvas);
  211. if ( owner.siegeController )
  212. owner.siegeController->showAbsoluteObstacles(canvas);
  213. if (settings["battle"]["cellBorders"].Bool())
  214. {
  215. for (int i=0; i<GameConstants::BFIELD_SIZE; ++i)
  216. {
  217. if ( i % GameConstants::BFIELD_WIDTH == 0)
  218. continue;
  219. if ( i % GameConstants::BFIELD_WIDTH == GameConstants::BFIELD_WIDTH - 1)
  220. continue;
  221. canvas.draw(cellBorder, hexPositionLocal(i).topLeft());
  222. }
  223. }
  224. }
  225. void BattleFieldController::showBackgroundImageWithHexes(Canvas & canvas)
  226. {
  227. canvas.draw(*backgroundWithHexes, Point(0, 0));
  228. }
  229. void BattleFieldController::redrawBackgroundWithHexes()
  230. {
  231. const CStack *activeStack = owner.stacksController->getActiveStack();
  232. std::vector<BattleHex> attackableHexes;
  233. if(activeStack)
  234. occupiableHexes = owner.curInt->cb->battleGetAvailableHexes(activeStack, false, true, &attackableHexes);
  235. // prepare background graphic with hexes and shaded hexes
  236. backgroundWithHexes->draw(background, Point(0,0));
  237. owner.obstacleController->showAbsoluteObstacles(*backgroundWithHexes);
  238. if(owner.siegeController)
  239. owner.siegeController->showAbsoluteObstacles(*backgroundWithHexes);
  240. // show shaded hexes for active's stack valid movement and the hexes that it can attack
  241. if(settings["battle"]["stackRange"].Bool())
  242. {
  243. std::vector<BattleHex> hexesToShade = occupiableHexes;
  244. hexesToShade.insert(hexesToShade.end(), attackableHexes.begin(), attackableHexes.end());
  245. for(BattleHex hex : hexesToShade)
  246. {
  247. showHighlightedHex(*backgroundWithHexes, cellShade, hex, false);
  248. }
  249. }
  250. // draw cell borders
  251. if(settings["battle"]["cellBorders"].Bool())
  252. {
  253. for(int i=0; i<GameConstants::BFIELD_SIZE; ++i)
  254. {
  255. if(i % GameConstants::BFIELD_WIDTH == 0)
  256. continue;
  257. if(i % GameConstants::BFIELD_WIDTH == GameConstants::BFIELD_WIDTH - 1)
  258. continue;
  259. backgroundWithHexes->draw(cellBorder, hexPositionLocal(i).topLeft());
  260. }
  261. }
  262. }
  263. void BattleFieldController::showHighlightedHex(Canvas & canvas, std::shared_ptr<IImage> highlight, BattleHex hex, bool darkBorder)
  264. {
  265. Point hexPos = hexPositionLocal(hex).topLeft();
  266. canvas.draw(highlight, hexPos);
  267. if(!darkBorder && settings["battle"]["cellBorders"].Bool())
  268. canvas.draw(cellBorder, hexPos);
  269. }
  270. std::set<BattleHex> BattleFieldController::getHighlightedHexesForActiveStack()
  271. {
  272. std::set<BattleHex> result;
  273. if(!owner.stacksController->getActiveStack())
  274. return result;
  275. if(!settings["battle"]["stackRange"].Bool())
  276. return result;
  277. auto hoveredHex = getHoveredHex();
  278. std::set<BattleHex> set = owner.curInt->cb->battleGetAttackedHexes(owner.stacksController->getActiveStack(), hoveredHex);
  279. for(BattleHex hex : set)
  280. result.insert(hex);
  281. return result;
  282. }
  283. std::set<BattleHex> BattleFieldController::getMovementRangeForHoveredStack()
  284. {
  285. std::set<BattleHex> result;
  286. if (!owner.stacksController->getActiveStack())
  287. return result;
  288. if (!settings["battle"]["movementHighlightOnHover"].Bool() && !GH.isKeyboardShiftDown())
  289. return result;
  290. auto hoveredHex = getHoveredHex();
  291. // add possible movement hexes for stack under mouse
  292. const CStack * const hoveredStack = owner.curInt->cb->battleGetStackByPos(hoveredHex, true);
  293. if(hoveredStack)
  294. {
  295. std::vector<BattleHex> v = owner.curInt->cb->battleGetAvailableHexes(hoveredStack, true, true, nullptr);
  296. for(BattleHex hex : v)
  297. result.insert(hex);
  298. }
  299. return result;
  300. }
  301. std::set<BattleHex> BattleFieldController::getHighlightedHexesForSpellRange()
  302. {
  303. std::set<BattleHex> result;
  304. auto hoveredHex = getHoveredHex();
  305. if(!settings["battle"]["mouseShadow"].Bool())
  306. return result;
  307. const spells::Caster *caster = nullptr;
  308. const CSpell *spell = nullptr;
  309. spells::Mode mode = owner.actionsController->getCurrentCastMode();
  310. spell = owner.actionsController->getCurrentSpell(hoveredHex);
  311. caster = owner.actionsController->getCurrentSpellcaster();
  312. if(caster && spell) //when casting spell
  313. {
  314. // printing shaded hex(es)
  315. spells::BattleCast event(owner.curInt->cb.get(), caster, mode, spell);
  316. auto shadedHexes = spell->battleMechanics(&event)->rangeInHexes(hoveredHex);
  317. for(BattleHex shadedHex : shadedHexes)
  318. {
  319. if((shadedHex.getX() != 0) && (shadedHex.getX() != GameConstants::BFIELD_WIDTH - 1))
  320. result.insert(shadedHex);
  321. }
  322. }
  323. return result;
  324. }
  325. std::set<BattleHex> BattleFieldController::getHighlightedHexesForMovementTarget()
  326. {
  327. const CStack * stack = owner.stacksController->getActiveStack();
  328. auto hoveredHex = getHoveredHex();
  329. if(!stack)
  330. return {};
  331. std::vector<BattleHex> availableHexes = owner.curInt->cb->battleGetAvailableHexes(stack, false, false, nullptr);
  332. auto hoveredStack = owner.curInt->cb->battleGetStackByPos(hoveredHex, true);
  333. if(owner.curInt->cb->battleCanAttack(stack, hoveredStack, hoveredHex))
  334. {
  335. if(isTileAttackable(hoveredHex))
  336. {
  337. BattleHex attackFromHex = fromWhichHexAttack(hoveredHex);
  338. if(stack->doubleWide())
  339. return {attackFromHex, stack->occupiedHex(attackFromHex)};
  340. else
  341. return {attackFromHex};
  342. }
  343. }
  344. if(vstd::contains(availableHexes, hoveredHex))
  345. {
  346. if(stack->doubleWide())
  347. return {hoveredHex, stack->occupiedHex(hoveredHex)};
  348. else
  349. return {hoveredHex};
  350. }
  351. if(stack->doubleWide())
  352. {
  353. for(auto const & hex : availableHexes)
  354. {
  355. if(stack->occupiedHex(hex) == hoveredHex)
  356. return {hoveredHex, hex};
  357. }
  358. }
  359. return {};
  360. }
  361. std::vector<BattleHex> BattleFieldController::getRangedFullDamageHexes()
  362. {
  363. std::vector<BattleHex> rangedFullDamageHexes; // used for return
  364. // if not a hovered arcer unit -> return
  365. auto hoveredHex = getHoveredHex();
  366. const CStack * hoveredStack = owner.curInt->cb->battleGetStackByPos(hoveredHex, true);
  367. if (!settings["battle"]["rangedFullDamageLimitHighlightOnHover"].Bool() && !GH.isKeyboardShiftDown())
  368. return rangedFullDamageHexes;
  369. if(!(hoveredStack && hoveredStack->isShooter()))
  370. return rangedFullDamageHexes;
  371. auto rangedFullDamageDistance = hoveredStack->getRangedFullDamageDistance();
  372. // get only battlefield hexes that are in full range damage distance
  373. std::set<BattleHex> fullRangeLimit;
  374. for(auto i = 0; i < GameConstants::BFIELD_SIZE; i++)
  375. {
  376. BattleHex hex(i);
  377. if(hex.isAvailable() && BattleHex::getDistance(hoveredHex, hex) <= rangedFullDamageDistance)
  378. rangedFullDamageHexes.push_back(hex);
  379. }
  380. return rangedFullDamageHexes;
  381. }
  382. std::vector<BattleHex> BattleFieldController::getRangedFullDamageLimitHexes(std::vector<BattleHex> rangedFullDamageHexes)
  383. {
  384. std::vector<BattleHex> rangedFullDamageLimitHexes; // used for return
  385. // if not a hovered arcer unit -> return
  386. auto hoveredHex = getHoveredHex();
  387. const CStack * hoveredStack = owner.curInt->cb->battleGetStackByPos(hoveredHex, true);
  388. if(!(hoveredStack && hoveredStack->isShooter()))
  389. return rangedFullDamageLimitHexes;
  390. auto rangedFullDamageDistance = hoveredStack->getRangedFullDamageDistance();
  391. // from ranged full damage hexes get only the ones at the limit
  392. for(auto & hex : rangedFullDamageHexes)
  393. {
  394. if(BattleHex::getDistance(hoveredHex, hex) == rangedFullDamageDistance)
  395. rangedFullDamageLimitHexes.push_back(hex);
  396. }
  397. return rangedFullDamageLimitHexes;
  398. }
  399. std::vector<std::vector<BattleHex::EDir>> BattleFieldController::getOutsideNeighbourDirectionsForLimitHexes(std::vector<BattleHex> rangedFullDamageHexes, std::vector<BattleHex> rangedFullDamageLimitHexes)
  400. {
  401. std::vector<std::vector<BattleHex::EDir>> output;
  402. if(rangedFullDamageHexes.empty())
  403. return output;
  404. for(auto & hex : rangedFullDamageLimitHexes)
  405. {
  406. // get all neighbours and their directions
  407. auto neighbouringTiles = hex.allNeighbouringTiles();
  408. std::vector<BattleHex::EDir> outsideNeighbourDirections;
  409. // for each neighbour add to output only the valid ones and only that are not found in rangedFullDamageHexes
  410. for(auto direction = 0; direction < 6; direction++)
  411. {
  412. if(!neighbouringTiles[direction].isAvailable())
  413. continue;
  414. auto it = std::find(rangedFullDamageHexes.begin(), rangedFullDamageHexes.end(), neighbouringTiles[direction]);
  415. if(it == rangedFullDamageHexes.end())
  416. outsideNeighbourDirections.push_back(BattleHex::EDir(direction)); // push direction
  417. }
  418. output.push_back(outsideNeighbourDirections);
  419. }
  420. return output;
  421. }
  422. std::vector<std::shared_ptr<IImage>> BattleFieldController::calculateRangedFullDamageHighlightImages(std::vector<std::vector<BattleHex::EDir>> rangedFullDamageLimitHexesNeighbourDirections)
  423. {
  424. std::vector<std::shared_ptr<IImage>> output; // if no image is to be shown an empty image is still added to help with traverssing the range
  425. if(rangedFullDamageLimitHexesNeighbourDirections.empty())
  426. return output;
  427. for(auto & directions : rangedFullDamageLimitHexesNeighbourDirections)
  428. {
  429. std::bitset<6> mask;
  430. // convert directions to mask
  431. for(auto direction : directions)
  432. mask.set(direction);
  433. uint8_t imageKey = static_cast<uint8_t>(mask.to_ulong());
  434. output.push_back(rangedFullDamageLimitImages->getImage(hexEdgeMaskToFrameIndex[imageKey]));
  435. }
  436. return output;
  437. }
  438. void BattleFieldController::flipRangedFullDamageLimitImagesIntoPositions()
  439. {
  440. rangedFullDamageLimitImages->getImage(hexEdgeMaskToFrameIndex[HexMasks::topRight])->verticalFlip();
  441. rangedFullDamageLimitImages->getImage(hexEdgeMaskToFrameIndex[HexMasks::right])->verticalFlip();
  442. rangedFullDamageLimitImages->getImage(hexEdgeMaskToFrameIndex[HexMasks::bottomRight])->doubleFlip();
  443. rangedFullDamageLimitImages->getImage(hexEdgeMaskToFrameIndex[HexMasks::bottomLeft])->horizontalFlip();
  444. rangedFullDamageLimitImages->getImage(hexEdgeMaskToFrameIndex[HexMasks::bottom])->horizontalFlip();
  445. rangedFullDamageLimitImages->getImage(hexEdgeMaskToFrameIndex[HexMasks::topRightHalfCorner])->verticalFlip();
  446. rangedFullDamageLimitImages->getImage(hexEdgeMaskToFrameIndex[HexMasks::bottomRightHalfCorner])->doubleFlip();
  447. rangedFullDamageLimitImages->getImage(hexEdgeMaskToFrameIndex[HexMasks::bottomLeftHalfCorner])->horizontalFlip();
  448. rangedFullDamageLimitImages->getImage(hexEdgeMaskToFrameIndex[HexMasks::rightHalf])->verticalFlip();
  449. rangedFullDamageLimitImages->getImage(hexEdgeMaskToFrameIndex[HexMasks::topRightCorner])->verticalFlip();
  450. rangedFullDamageLimitImages->getImage(hexEdgeMaskToFrameIndex[HexMasks::bottomRightCorner])->doubleFlip();
  451. rangedFullDamageLimitImages->getImage(hexEdgeMaskToFrameIndex[HexMasks::bottomLeftCorner])->horizontalFlip();
  452. }
  453. void BattleFieldController::showHighlightedHexes(Canvas & canvas)
  454. {
  455. std::set<BattleHex> hoveredStackMovementRangeHexes = getMovementRangeForHoveredStack();
  456. std::set<BattleHex> hoveredSpellHexes = getHighlightedHexesForSpellRange();
  457. std::set<BattleHex> hoveredMoveHexes = getHighlightedHexesForMovementTarget();
  458. if(getHoveredHex() == BattleHex::INVALID)
  459. return;
  460. // calculate array with highlight images for ranged full damage limit
  461. std::vector<BattleHex> rangedFullDamageHexes = getRangedFullDamageHexes();
  462. std::vector<BattleHex> rangedFullDamageLimitHexes = getRangedFullDamageLimitHexes(rangedFullDamageHexes);
  463. std::vector<std::vector<BattleHex::EDir>> rangedFullDamageLimitHexesNeighbourDirections = getOutsideNeighbourDirectionsForLimitHexes(rangedFullDamageHexes, rangedFullDamageLimitHexes);
  464. std::vector<std::shared_ptr<IImage>> rangedFullDamageLimitHexesHighligts = calculateRangedFullDamageHighlightImages(rangedFullDamageLimitHexesNeighbourDirections);
  465. auto const & hoveredMouseHexes = owner.actionsController->currentActionSpellcasting(getHoveredHex()) ? hoveredSpellHexes : hoveredMoveHexes;
  466. for(int hex = 0; hex < GameConstants::BFIELD_SIZE; ++hex)
  467. {
  468. bool stackMovement = hoveredStackMovementRangeHexes.count(hex);
  469. bool mouse = hoveredMouseHexes.count(hex);
  470. // calculate if hex is Ranged Full Damage Limit and its position in highlight array
  471. bool isRangedFullDamageLimit = false;
  472. int hexIndexInRangedFullDamageLimit = 0;
  473. if(!rangedFullDamageLimitHexes.empty())
  474. {
  475. auto pos = std::find(rangedFullDamageLimitHexes.begin(), rangedFullDamageLimitHexes.end(), hex);
  476. hexIndexInRangedFullDamageLimit = std::distance(rangedFullDamageLimitHexes.begin(), pos);
  477. isRangedFullDamageLimit = pos != rangedFullDamageLimitHexes.end();
  478. }
  479. if(stackMovement && mouse) // area where hovered stackMovement can move shown with highlight. Because also affected by mouse cursor, shade as well
  480. {
  481. showHighlightedHex(canvas, cellUnitMovementHighlight, hex, false);
  482. showHighlightedHex(canvas, cellShade, hex, true);
  483. }
  484. if(!stackMovement && mouse) // hexes affected only at mouse cursor shown as shaded
  485. {
  486. showHighlightedHex(canvas, cellShade, hex, true);
  487. }
  488. if(stackMovement && !mouse) // hexes where hovered stackMovement can move shown with highlight
  489. {
  490. showHighlightedHex(canvas, cellUnitMovementHighlight, hex, false);
  491. }
  492. if(isRangedFullDamageLimit)
  493. {
  494. showHighlightedHex(canvas, rangedFullDamageLimitHexesHighligts[hexIndexInRangedFullDamageLimit], hex, false);
  495. }
  496. }
  497. }
  498. Rect BattleFieldController::hexPositionLocal(BattleHex hex) const
  499. {
  500. int x = 14 + ((hex.getY())%2==0 ? 22 : 0) + 44*hex.getX();
  501. int y = 86 + 42 *hex.getY();
  502. int w = cellShade->width();
  503. int h = cellShade->height();
  504. return Rect(x, y, w, h);
  505. }
  506. Rect BattleFieldController::hexPositionAbsolute(BattleHex hex) const
  507. {
  508. return hexPositionLocal(hex) + pos.topLeft();
  509. }
  510. bool BattleFieldController::isPixelInHex(Point const & position)
  511. {
  512. return !cellShade->isTransparent(position);
  513. }
  514. BattleHex BattleFieldController::getHoveredHex()
  515. {
  516. return hoveredHex;
  517. }
  518. BattleHex BattleFieldController::getHexAtPosition(Point hoverPos)
  519. {
  520. if (owner.attackingHero)
  521. {
  522. if (owner.attackingHero->pos.isInside(hoverPos))
  523. return BattleHex::HERO_ATTACKER;
  524. }
  525. if (owner.defendingHero)
  526. {
  527. if (owner.attackingHero->pos.isInside(hoverPos))
  528. return BattleHex::HERO_DEFENDER;
  529. }
  530. for (int h = 0; h < GameConstants::BFIELD_SIZE; ++h)
  531. {
  532. Rect hexPosition = hexPositionAbsolute(h);
  533. if (!hexPosition.isInside(hoverPos))
  534. continue;
  535. if (isPixelInHex(hoverPos - hexPosition.topLeft()))
  536. return h;
  537. }
  538. return BattleHex::INVALID;
  539. }
  540. BattleHex::EDir BattleFieldController::selectAttackDirection(BattleHex myNumber)
  541. {
  542. const bool doubleWide = owner.stacksController->getActiveStack()->doubleWide();
  543. auto neighbours = myNumber.allNeighbouringTiles();
  544. // 0 1
  545. // 5 x 2
  546. // 4 3
  547. // if true - our current stack can move into this hex (and attack)
  548. std::array<bool, 8> attackAvailability;
  549. if (doubleWide)
  550. {
  551. // For double-hexes we need to ensure that both hexes needed for this direction are occupyable:
  552. // | -0- | -1- | -2- | -3- | -4- | -5- | -6- | -7-
  553. // | o o - | - o o | - - | - - | - - | - - | o o | - -
  554. // | - x - | - x - | - x o o| - x - | - x - |o o x - | - x - | - x -
  555. // | - - | - - | - - | - o o | o o - | - - | - - | o o
  556. for (size_t i : { 1, 2, 3})
  557. attackAvailability[i] = vstd::contains(occupiableHexes, neighbours[i]) && vstd::contains(occupiableHexes, neighbours[i].cloneInDirection(BattleHex::RIGHT, false));
  558. for (size_t i : { 4, 5, 0})
  559. attackAvailability[i] = vstd::contains(occupiableHexes, neighbours[i]) && vstd::contains(occupiableHexes, neighbours[i].cloneInDirection(BattleHex::LEFT, false));
  560. attackAvailability[6] = vstd::contains(occupiableHexes, neighbours[0]) && vstd::contains(occupiableHexes, neighbours[1]);
  561. attackAvailability[7] = vstd::contains(occupiableHexes, neighbours[3]) && vstd::contains(occupiableHexes, neighbours[4]);
  562. }
  563. else
  564. {
  565. for (size_t i = 0; i < 6; ++i)
  566. attackAvailability[i] = vstd::contains(occupiableHexes, neighbours[i]);
  567. attackAvailability[6] = false;
  568. attackAvailability[7] = false;
  569. }
  570. // Zero available tiles to attack from
  571. if ( vstd::find(attackAvailability, true) == attackAvailability.end())
  572. {
  573. logGlobal->error("Error: cannot find a hex to attack hex %d from!", myNumber);
  574. return BattleHex::NONE;
  575. }
  576. // For each valid direction, select position to test against
  577. std::array<Point, 8> testPoint;
  578. for (size_t i = 0; i < 6; ++i)
  579. if (attackAvailability[i])
  580. testPoint[i] = hexPositionAbsolute(neighbours[i]).center();
  581. // For bottom/top directions select central point, but move it a bit away from true center to reduce zones allocated to them
  582. if (attackAvailability[6])
  583. testPoint[6] = (hexPositionAbsolute(neighbours[0]).center() + hexPositionAbsolute(neighbours[1]).center()) / 2 + Point(0, -5);
  584. if (attackAvailability[7])
  585. testPoint[7] = (hexPositionAbsolute(neighbours[3]).center() + hexPositionAbsolute(neighbours[4]).center()) / 2 + Point(0, 5);
  586. // Compute distance between tested position & cursor position and pick nearest
  587. std::array<int, 8> distance2;
  588. for (size_t i = 0; i < 8; ++i)
  589. if (attackAvailability[i])
  590. distance2[i] = (testPoint[i].y - currentAttackOriginPoint.y)*(testPoint[i].y - currentAttackOriginPoint.y) + (testPoint[i].x - currentAttackOriginPoint.x)*(testPoint[i].x - currentAttackOriginPoint.x);
  591. size_t nearest = -1;
  592. for (size_t i = 0; i < 8; ++i)
  593. if (attackAvailability[i] && (nearest == -1 || distance2[i] < distance2[nearest]) )
  594. nearest = i;
  595. assert(nearest != -1);
  596. return BattleHex::EDir(nearest);
  597. }
  598. BattleHex BattleFieldController::fromWhichHexAttack(BattleHex attackTarget)
  599. {
  600. BattleHex::EDir direction = selectAttackDirection(getHoveredHex());
  601. const CStack * attacker = owner.stacksController->getActiveStack();
  602. assert(direction != BattleHex::NONE);
  603. assert(attacker);
  604. if (!attacker->doubleWide())
  605. {
  606. assert(direction != BattleHex::BOTTOM);
  607. assert(direction != BattleHex::TOP);
  608. return attackTarget.cloneInDirection(direction);
  609. }
  610. else
  611. {
  612. // We need to find position of right hex of double-hex creature (or left for defending side)
  613. // | TOP_LEFT |TOP_RIGHT | RIGHT |BOTTOM_RIGHT|BOTTOM_LEFT| LEFT | TOP |BOTTOM
  614. // | o o - | - o o | - - | - - | - - | - - | o o | - -
  615. // | - x - | - x - | - x o o| - x - | - x - |o o x - | - x - | - x -
  616. // | - - | - - | - - | - o o | o o - | - - | - - | o o
  617. switch (direction)
  618. {
  619. case BattleHex::TOP_LEFT:
  620. case BattleHex::LEFT:
  621. case BattleHex::BOTTOM_LEFT:
  622. {
  623. if ( attacker->unitSide() == BattleSide::ATTACKER )
  624. return attackTarget.cloneInDirection(direction);
  625. else
  626. return attackTarget.cloneInDirection(direction).cloneInDirection(BattleHex::LEFT);
  627. }
  628. case BattleHex::TOP_RIGHT:
  629. case BattleHex::RIGHT:
  630. case BattleHex::BOTTOM_RIGHT:
  631. {
  632. if ( attacker->unitSide() == BattleSide::ATTACKER )
  633. return attackTarget.cloneInDirection(direction).cloneInDirection(BattleHex::RIGHT);
  634. else
  635. return attackTarget.cloneInDirection(direction);
  636. }
  637. case BattleHex::TOP:
  638. {
  639. if ( attacker->unitSide() == BattleSide::ATTACKER )
  640. return attackTarget.cloneInDirection(BattleHex::TOP_RIGHT);
  641. else
  642. return attackTarget.cloneInDirection(BattleHex::TOP_LEFT);
  643. }
  644. case BattleHex::BOTTOM:
  645. {
  646. if ( attacker->unitSide() == BattleSide::ATTACKER )
  647. return attackTarget.cloneInDirection(BattleHex::BOTTOM_RIGHT);
  648. else
  649. return attackTarget.cloneInDirection(BattleHex::BOTTOM_LEFT);
  650. }
  651. default:
  652. assert(0);
  653. return BattleHex::INVALID;
  654. }
  655. }
  656. }
  657. bool BattleFieldController::isTileAttackable(const BattleHex & number) const
  658. {
  659. for (auto & elem : occupiableHexes)
  660. {
  661. if (BattleHex::mutualPosition(elem, number) != -1 || elem == number)
  662. return true;
  663. }
  664. return false;
  665. }
  666. void BattleFieldController::updateAccessibleHexes()
  667. {
  668. auto accessibility = owner.curInt->cb->getAccesibility();
  669. for(int i = 0; i < accessibility.size(); i++)
  670. stackCountOutsideHexes[i] = (accessibility[i] == EAccessibility::ACCESSIBLE || (accessibility[i] == EAccessibility::SIDE_COLUMN));
  671. }
  672. bool BattleFieldController::stackCountOutsideHex(const BattleHex & number) const
  673. {
  674. return stackCountOutsideHexes[number];
  675. }
  676. void BattleFieldController::showAll(Canvas & to)
  677. {
  678. show(to);
  679. }
  680. void BattleFieldController::tick(uint32_t msPassed)
  681. {
  682. updateAccessibleHexes();
  683. owner.stacksController->tick(msPassed);
  684. owner.obstacleController->tick(msPassed);
  685. owner.projectilesController->tick(msPassed);
  686. }
  687. void BattleFieldController::show(Canvas & to)
  688. {
  689. CSDL_Ext::CClipRectGuard guard(to.getInternalSurface(), pos);
  690. renderBattlefield(to);
  691. if (isActive() && isPanning() && getHoveredHex() != BattleHex::INVALID)
  692. {
  693. auto cursorIndex = CCS->curh->get<Cursor::Combat>();
  694. auto imageIndex = static_cast<size_t>(cursorIndex);
  695. to.draw(attackCursors->getImage(imageIndex), hexPositionAbsolute(getHoveredHex()).center() - CCS->curh->getPivotOffsetCombat(imageIndex));
  696. }
  697. }
  698. bool BattleFieldController::receiveEvent(const Point & position, int eventType) const
  699. {
  700. if (eventType == HOVER)
  701. return true;
  702. return CIntObject::receiveEvent(position, eventType);
  703. }