BattleFieldController.cpp 28 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 "BattleActionsController.h"
  13. #include "BattleEffectsController.h"
  14. #include "BattleInterface.h"
  15. #include "BattleHero.h"
  16. #include "BattleObstacleController.h"
  17. #include "BattleProjectileController.h"
  18. #include "BattleRenderer.h"
  19. #include "BattleSiegeController.h"
  20. #include "BattleStacksController.h"
  21. #include "BattleWindow.h"
  22. #include "../CPlayerInterface.h"
  23. #include "../GameEngine.h"
  24. #include "../GameInstance.h"
  25. #include "../adventureMap/CInGameConsole.h"
  26. #include "../client/render/CAnimation.h"
  27. #include "../gui/CursorHandler.h"
  28. #include "../render/CAnimation.h"
  29. #include "../render/Canvas.h"
  30. #include "../render/IImage.h"
  31. #include "../render/IRenderHandler.h"
  32. #include "../../lib/BattleFieldHandler.h"
  33. #include "../../lib/CConfigHandler.h"
  34. #include "../../lib/CStack.h"
  35. #include "../../lib/battle/CPlayerBattleCallback.h"
  36. #include "../../lib/spells/ISpellMechanics.h"
  37. namespace HexMasks
  38. {
  39. // mask definitions that has set to 1 the edges present in the hex edges highlight image
  40. /*
  41. /\
  42. 0 1
  43. / \
  44. | |
  45. 5 2
  46. | |
  47. \ /
  48. 4 3
  49. \/
  50. */
  51. enum HexEdgeMasks {
  52. empty = 0b000000, // empty used when wanting to keep indexes the same but no highlight should be displayed
  53. topLeft = 0b000001,
  54. topRight = 0b000010,
  55. right = 0b000100,
  56. bottomRight = 0b001000,
  57. bottomLeft = 0b010000,
  58. left = 0b100000,
  59. top = 0b000011,
  60. bottom = 0b011000,
  61. topRightHalfCorner = 0b000110,
  62. bottomRightHalfCorner = 0b001100,
  63. bottomLeftHalfCorner = 0b110000,
  64. topLeftHalfCorner = 0b100001,
  65. rightTopAndBottom = 0b001010, // special case, right half can be drawn instead of only top and bottom
  66. leftTopAndBottom = 0b010001, // special case, left half can be drawn instead of only top and bottom
  67. rightHalf = 0b001110,
  68. leftHalf = 0b110001,
  69. topRightCorner = 0b000111,
  70. bottomRightCorner = 0b011100,
  71. bottomLeftCorner = 0b111000,
  72. topLeftCorner = 0b100011
  73. };
  74. }
  75. static const std::map<int, int> hexEdgeMaskToFrameIndex =
  76. {
  77. { HexMasks::empty, 0 },
  78. { HexMasks::topLeft, 1 },
  79. { HexMasks::topRight, 2 },
  80. { HexMasks::right, 3 },
  81. { HexMasks::bottomRight, 4 },
  82. { HexMasks::bottomLeft, 5 },
  83. { HexMasks::left, 6 },
  84. { HexMasks::top, 7 },
  85. { HexMasks::bottom, 8 },
  86. { HexMasks::topRightHalfCorner, 9 },
  87. { HexMasks::bottomRightHalfCorner, 10 },
  88. { HexMasks::bottomLeftHalfCorner, 11 },
  89. { HexMasks::topLeftHalfCorner, 12 },
  90. { HexMasks::rightTopAndBottom, 13 },
  91. { HexMasks::leftTopAndBottom, 14 },
  92. { HexMasks::rightHalf, 13 },
  93. { HexMasks::leftHalf, 14 },
  94. { HexMasks::topRightCorner, 15 },
  95. { HexMasks::bottomRightCorner, 16 },
  96. { HexMasks::bottomLeftCorner, 17 },
  97. { HexMasks::topLeftCorner, 18 }
  98. };
  99. BattleFieldController::BattleFieldController(BattleInterface & owner):
  100. owner(owner)
  101. {
  102. OBJECT_CONSTRUCTION;
  103. //preparing cells and hexes
  104. cellBorder = ENGINE->renderHandler().loadImage(ImagePath::builtin("CCELLGRD.BMP"), EImageBlitMode::COLORKEY);
  105. cellShade = ENGINE->renderHandler().loadImage(ImagePath::builtin("CCELLSHD.BMP"), EImageBlitMode::SIMPLE);
  106. cellUnitMovementHighlight = ENGINE->renderHandler().loadImage(ImagePath::builtin("UnitMovementHighlight.PNG"), EImageBlitMode::COLORKEY);
  107. cellUnitMaxMovementHighlight = ENGINE->renderHandler().loadImage(ImagePath::builtin("UnitMaxMovementHighlight.PNG"), EImageBlitMode::COLORKEY);
  108. rangedFullDamageLimitImages = ENGINE->renderHandler().loadAnimation(AnimationPath::builtin("battle/rangeHighlights/rangeHighlightsGreen.json"), EImageBlitMode::COLORKEY);
  109. shootingRangeLimitImages = ENGINE->renderHandler().loadAnimation(AnimationPath::builtin("battle/rangeHighlights/rangeHighlightsRed.json"), EImageBlitMode::COLORKEY);
  110. if(!owner.siegeController)
  111. {
  112. auto bfieldType = owner.getBattle()->battleGetBattlefieldType();
  113. if(bfieldType == BattleField::NONE)
  114. logGlobal->error("Invalid battlefield returned for current battle");
  115. else
  116. background = ENGINE->renderHandler().loadImage(bfieldType.getInfo()->graphics, EImageBlitMode::OPAQUE);
  117. }
  118. else
  119. {
  120. auto backgroundName = owner.siegeController->getBattleBackgroundName();
  121. background = ENGINE->renderHandler().loadImage(backgroundName, EImageBlitMode::OPAQUE);
  122. }
  123. pos.w = background->width();
  124. pos.h = background->height();
  125. backgroundWithHexes = std::make_unique<Canvas>(Point(background->width(), background->height()), CanvasScalingPolicy::AUTO);
  126. updateAccessibleHexes();
  127. addUsedEvents(LCLICK | SHOW_POPUP | MOVE | TIME | GESTURE);
  128. }
  129. void BattleFieldController::activate()
  130. {
  131. GAME->interface()->cingconsole->pos = this->pos;
  132. CIntObject::activate();
  133. }
  134. void BattleFieldController::createHeroes()
  135. {
  136. OBJECT_CONSTRUCTION;
  137. // create heroes as part of our constructor for correct positioning inside battlefield
  138. if(owner.attackingHeroInstance)
  139. owner.attackingHero = std::make_shared<BattleHero>(owner, owner.attackingHeroInstance, false);
  140. if(owner.defendingHeroInstance)
  141. owner.defendingHero = std::make_shared<BattleHero>(owner, owner.defendingHeroInstance, true);
  142. }
  143. void BattleFieldController::gesture(bool on, const Point & initialPosition, const Point & finalPosition)
  144. {
  145. if (!on && pos.isInside(finalPosition))
  146. clickPressed(finalPosition);
  147. }
  148. void BattleFieldController::gesturePanning(const Point & initialPosition, const Point & currentPosition, const Point & lastUpdateDistance)
  149. {
  150. Point distance = currentPosition - initialPosition;
  151. if (distance.length() < settings["battle"]["swipeAttackDistance"].Float())
  152. hoveredHex = getHexAtPosition(initialPosition);
  153. else
  154. hoveredHex = BattleHex::INVALID;
  155. currentAttackOriginPoint = currentPosition;
  156. if (pos.isInside(initialPosition))
  157. owner.actionsController->onHexHovered(getHoveredHex());
  158. }
  159. void BattleFieldController::mouseMoved(const Point & cursorPosition, const Point & lastUpdateDistance)
  160. {
  161. hoveredHex = getHexAtPosition(cursorPosition);
  162. currentAttackOriginPoint = cursorPosition;
  163. if (pos.isInside(cursorPosition))
  164. owner.actionsController->onHexHovered(getHoveredHex());
  165. else
  166. owner.actionsController->onHoverEnded();
  167. }
  168. void BattleFieldController::clickPressed(const Point & cursorPosition)
  169. {
  170. BattleHex selectedHex = getHoveredHex();
  171. if (selectedHex != BattleHex::INVALID)
  172. owner.actionsController->onHexLeftClicked(selectedHex);
  173. }
  174. void BattleFieldController::showPopupWindow(const Point & cursorPosition)
  175. {
  176. BattleHex selectedHex = getHoveredHex();
  177. if (selectedHex != BattleHex::INVALID)
  178. owner.actionsController->onHexRightClicked(selectedHex);
  179. }
  180. void BattleFieldController::renderBattlefield(Canvas & canvas)
  181. {
  182. Canvas clippedCanvas(canvas, pos);
  183. showBackground(clippedCanvas);
  184. BattleRenderer renderer(owner);
  185. renderer.execute(clippedCanvas);
  186. owner.projectilesController->render(clippedCanvas);
  187. }
  188. void BattleFieldController::showBackground(Canvas & canvas)
  189. {
  190. if (owner.stacksController->getActiveStack() != nullptr )
  191. showBackgroundImageWithHexes(canvas);
  192. else
  193. showBackgroundImage(canvas);
  194. showHighlightedHexes(canvas);
  195. }
  196. void BattleFieldController::showBackgroundImage(Canvas & canvas)
  197. {
  198. canvas.draw(background, Point(0, 0));
  199. owner.obstacleController->showAbsoluteObstacles(canvas);
  200. if ( owner.siegeController )
  201. owner.siegeController->showAbsoluteObstacles(canvas);
  202. if (settings["battle"]["cellBorders"].Bool())
  203. {
  204. for (int i=0; i<GameConstants::BFIELD_SIZE; ++i)
  205. {
  206. if ( i % GameConstants::BFIELD_WIDTH == 0)
  207. continue;
  208. if ( i % GameConstants::BFIELD_WIDTH == GameConstants::BFIELD_WIDTH - 1)
  209. continue;
  210. canvas.draw(cellBorder, hexPositionLocal(i).topLeft());
  211. }
  212. }
  213. }
  214. void BattleFieldController::showBackgroundImageWithHexes(Canvas & canvas)
  215. {
  216. canvas.draw(*backgroundWithHexes, Point(0, 0));
  217. }
  218. void BattleFieldController::redrawBackgroundWithHexes()
  219. {
  220. const CStack *activeStack = owner.stacksController->getActiveStack();
  221. BattleHexArray attackableHexes;
  222. if(activeStack)
  223. occupiableHexes = owner.getBattle()->battleGetAvailableHexes(activeStack, false, true, &attackableHexes);
  224. // prepare background graphic with hexes and shaded hexes
  225. backgroundWithHexes->draw(background, Point(0,0));
  226. owner.obstacleController->showAbsoluteObstacles(*backgroundWithHexes);
  227. if(owner.siegeController)
  228. owner.siegeController->showAbsoluteObstacles(*backgroundWithHexes);
  229. // show shaded hexes for active's stack valid movement and the hexes that it can attack
  230. if(settings["battle"]["stackRange"].Bool())
  231. {
  232. BattleHexArray hexesToShade = occupiableHexes;
  233. hexesToShade.insert(attackableHexes);
  234. for(const BattleHex & hex : hexesToShade)
  235. {
  236. showHighlightedHex(*backgroundWithHexes, cellShade, hex, false);
  237. }
  238. }
  239. // draw cell borders
  240. if(settings["battle"]["cellBorders"].Bool())
  241. {
  242. for(int i=0; i<GameConstants::BFIELD_SIZE; ++i)
  243. {
  244. if(i % GameConstants::BFIELD_WIDTH == 0)
  245. continue;
  246. if(i % GameConstants::BFIELD_WIDTH == GameConstants::BFIELD_WIDTH - 1)
  247. continue;
  248. backgroundWithHexes->draw(cellBorder, hexPositionLocal(i).topLeft());
  249. }
  250. }
  251. }
  252. void BattleFieldController::showHighlightedHex(Canvas & canvas, std::shared_ptr<IImage> highlight, const BattleHex & hex, bool darkBorder)
  253. {
  254. Point hexPos = hexPositionLocal(hex).topLeft();
  255. canvas.draw(highlight, hexPos);
  256. if(!darkBorder && settings["battle"]["cellBorders"].Bool())
  257. canvas.draw(cellBorder, hexPos);
  258. }
  259. BattleHexArray BattleFieldController::getHighlightedHexesForActiveStack()
  260. {
  261. if(!owner.stacksController->getActiveStack())
  262. return BattleHexArray();
  263. if(!settings["battle"]["stackRange"].Bool())
  264. return BattleHexArray();
  265. auto hoveredHex = getHoveredHex();
  266. return owner.getBattle()->battleGetAttackedHexes(owner.stacksController->getActiveStack(), hoveredHex);
  267. }
  268. BattleHexArray BattleFieldController::getMovementRangeForHoveredStack()
  269. {
  270. if (!owner.stacksController->getActiveStack())
  271. return BattleHexArray();
  272. if (!settings["battle"]["movementHighlightOnHover"].Bool() && !ENGINE->isKeyboardShiftDown())
  273. return BattleHexArray();
  274. auto hoveredStack = getHoveredStack();
  275. if(hoveredStack)
  276. return owner.getBattle()->battleGetAvailableHexes(hoveredStack, true, true, nullptr);
  277. else
  278. return BattleHexArray();
  279. }
  280. BattleHexArray BattleFieldController::getHighlightedHexesForSpellRange()
  281. {
  282. BattleHexArray result;
  283. auto hoveredHex = getHoveredHex();
  284. const spells::Caster *caster = nullptr;
  285. const CSpell *spell = nullptr;
  286. spells::Mode mode = owner.actionsController->getCurrentCastMode();
  287. spell = owner.actionsController->getCurrentSpell(hoveredHex);
  288. caster = owner.actionsController->getCurrentSpellcaster();
  289. if(caster && spell) //when casting spell
  290. {
  291. // printing shaded hex(es)
  292. spells::BattleCast event(owner.getBattle().get(), caster, mode, spell);
  293. auto shadedHexes = spell->battleMechanics(&event)->rangeInHexes(hoveredHex);
  294. for(const BattleHex & shadedHex : shadedHexes)
  295. {
  296. if((shadedHex.getX() != 0) && (shadedHex.getX() != GameConstants::BFIELD_WIDTH - 1))
  297. result.insert(shadedHex);
  298. }
  299. }
  300. return result;
  301. }
  302. BattleHexArray BattleFieldController::getHighlightedHexesForMovementTarget()
  303. {
  304. const CStack * stack = owner.stacksController->getActiveStack();
  305. auto hoveredHex = getHoveredHex();
  306. if(!stack)
  307. return {};
  308. BattleHexArray availableHexes = owner.getBattle()->battleGetAvailableHexes(stack, false, false, nullptr);
  309. auto hoveredStack = owner.getBattle()->battleGetStackByPos(hoveredHex, true);
  310. if(owner.getBattle()->battleCanAttack(stack, hoveredStack, hoveredHex) && isTileAttackable(hoveredHex))
  311. {
  312. BattleHex attackFromHex = fromWhichHexAttack(hoveredHex);
  313. if(owner.getBattle()->battleCanAttack(stack, hoveredStack, attackFromHex))
  314. {
  315. if(stack->doubleWide())
  316. return {attackFromHex, stack->occupiedHex(attackFromHex)};
  317. return {attackFromHex};
  318. }
  319. }
  320. if (stack->doubleWide())
  321. {
  322. const bool canMoveHeadHere = hoveredHex.isAvailable() && availableHexes.contains(hoveredHex);
  323. const bool canMoveTailHere = hoveredHex.isAvailable() && availableHexes.contains(hoveredHex.cloneInDirection(stack->destShiftDir()));
  324. const bool backwardsMove = stack->unitSide() == BattleSide::ATTACKER ?
  325. hoveredHex.getX() < stack->getPosition().getX():
  326. hoveredHex.getX() > stack->getPosition().getX();
  327. if(canMoveTailHere && (backwardsMove || !canMoveHeadHere))
  328. return {hoveredHex, hoveredHex.cloneInDirection(stack->destShiftDir())};
  329. if (canMoveHeadHere)
  330. return {hoveredHex, stack->occupiedHex(hoveredHex)};
  331. return {};
  332. }
  333. else
  334. {
  335. if (availableHexes.contains(hoveredHex))
  336. return {hoveredHex};
  337. else
  338. return {};
  339. }
  340. }
  341. // Range limit highlight helpers
  342. BattleHexArray BattleFieldController::getRangeHexes(const BattleHex & sourceHex, uint8_t distance) const
  343. {
  344. BattleHexArray rangeHexes;
  345. if (!settings["battle"]["rangeLimitHighlightOnHover"].Bool() && !ENGINE->isKeyboardShiftDown())
  346. return rangeHexes;
  347. // get only battlefield hexes that are within the given distance
  348. for(auto i = 0; i < GameConstants::BFIELD_SIZE; i++)
  349. {
  350. BattleHex hex(i);
  351. if(hex.isAvailable() && BattleHex::getDistance(sourceHex, hex) <= distance)
  352. rangeHexes.insert(hex);
  353. }
  354. return rangeHexes;
  355. }
  356. BattleHexArray BattleFieldController::getRangeLimitHexes(const BattleHex & sourceHex, const BattleHexArray & rangeHexes, uint8_t distanceToLimit) const
  357. {
  358. BattleHexArray rangeLimitHexes;
  359. // from range hexes get only the ones at the limit
  360. for(auto & hex : rangeHexes)
  361. {
  362. if(BattleHex::getDistance(sourceHex, hex) == distanceToLimit)
  363. rangeLimitHexes.insert(hex);
  364. }
  365. return rangeLimitHexes;
  366. }
  367. bool BattleFieldController::isHexInRangeLimit(const BattleHex & hex, const BattleHexArray & rangeLimitHexes, int * hexIndexInRangeLimit) const
  368. {
  369. bool hexInRangeLimit = false;
  370. if(!rangeLimitHexes.empty())
  371. {
  372. auto pos = std::find(rangeLimitHexes.begin(), rangeLimitHexes.end(), hex);
  373. *hexIndexInRangeLimit = std::distance(rangeLimitHexes.begin(), pos);
  374. hexInRangeLimit = pos != rangeLimitHexes.end();
  375. }
  376. return hexInRangeLimit;
  377. }
  378. std::vector<std::vector<BattleHex::EDir>> BattleFieldController::getOutsideNeighbourDirectionsForLimitHexes(
  379. const BattleHexArray & wholeRangeHexes, const BattleHexArray & rangeLimitHexes) const
  380. {
  381. std::vector<std::vector<BattleHex::EDir>> output;
  382. if(wholeRangeHexes.empty())
  383. return output;
  384. for(const auto & hex : rangeLimitHexes)
  385. {
  386. // get all neighbours and their directions
  387. const BattleHexArray & neighbouringTiles = hex.getAllNeighbouringTiles();
  388. std::vector<BattleHex::EDir> outsideNeighbourDirections;
  389. // for each neighbour add to output only the valid ones and only that are not found in range Hexes
  390. for(auto direction = 0; direction < 6; direction++)
  391. {
  392. if(!neighbouringTiles[direction].isAvailable())
  393. continue;
  394. if(!wholeRangeHexes.contains(neighbouringTiles[direction]))
  395. outsideNeighbourDirections.push_back(BattleHex::EDir(direction)); // push direction
  396. }
  397. output.push_back(outsideNeighbourDirections);
  398. }
  399. return output;
  400. }
  401. std::vector<std::shared_ptr<IImage>> BattleFieldController::calculateRangeLimitHighlightImages(std::vector<std::vector<BattleHex::EDir>> hexesNeighbourDirections, std::shared_ptr<CAnimation> limitImages)
  402. {
  403. 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
  404. if(hexesNeighbourDirections.empty())
  405. return output;
  406. for(auto & directions : hexesNeighbourDirections)
  407. {
  408. std::bitset<6> mask;
  409. // convert directions to mask
  410. for(auto direction : directions)
  411. mask.set(direction);
  412. uint8_t imageKey = static_cast<uint8_t>(mask.to_ulong());
  413. output.push_back(limitImages->getImage(hexEdgeMaskToFrameIndex.at(imageKey)));
  414. }
  415. return output;
  416. }
  417. void BattleFieldController::calculateRangeLimitAndHighlightImages(uint8_t distance, std::shared_ptr<CAnimation> rangeLimitImages, BattleHexArray & rangeLimitHexes, std::vector<std::shared_ptr<IImage>> & rangeLimitHexesHighlights)
  418. {
  419. BattleHexArray rangeHexes = getRangeHexes(hoveredHex, distance);
  420. rangeLimitHexes = getRangeLimitHexes(hoveredHex, rangeHexes, distance);
  421. std::vector<std::vector<BattleHex::EDir>> rangeLimitNeighbourDirections = getOutsideNeighbourDirectionsForLimitHexes(rangeHexes, rangeLimitHexes);
  422. rangeLimitHexesHighlights = calculateRangeLimitHighlightImages(rangeLimitNeighbourDirections, rangeLimitImages);
  423. }
  424. void BattleFieldController::showHighlightedHexes(Canvas & canvas)
  425. {
  426. BattleHexArray rangedFullDamageLimitHexes;
  427. BattleHexArray shootingRangeLimitHexes;
  428. std::vector<std::shared_ptr<IImage>> rangedFullDamageLimitHexesHighlights;
  429. std::vector<std::shared_ptr<IImage>> shootingRangeLimitHexesHighlights;
  430. BattleHexArray hoveredStackMovementRangeHexes = getMovementRangeForHoveredStack();
  431. BattleHexArray hoveredSpellHexes = getHighlightedHexesForSpellRange();
  432. BattleHexArray hoveredMoveHexes = getHighlightedHexesForMovementTarget();
  433. BattleHex hoveredHex = getHoveredHex();
  434. BattleHexArray hoveredMouseHex = hoveredHex.isAvailable() ? BattleHexArray({ hoveredHex }) : BattleHexArray();
  435. const CStack * hoveredStack = getHoveredStack();
  436. if(!hoveredStack && hoveredHex == BattleHex::INVALID)
  437. return;
  438. // skip range limit calculations if unit hovered is not a shooter
  439. if(hoveredStack && hoveredStack->isShooter())
  440. {
  441. // calculate array with highlight images for ranged full damage limit
  442. auto rangedFullDamageDistance = hoveredStack->getRangedFullDamageDistance();
  443. calculateRangeLimitAndHighlightImages(rangedFullDamageDistance, rangedFullDamageLimitImages, rangedFullDamageLimitHexes, rangedFullDamageLimitHexesHighlights);
  444. // calculate array with highlight images for shooting range limit
  445. auto shootingRangeDistance = hoveredStack->getShootingRangeDistance();
  446. calculateRangeLimitAndHighlightImages(shootingRangeDistance, shootingRangeLimitImages, shootingRangeLimitHexes, shootingRangeLimitHexesHighlights);
  447. }
  448. bool useSpellRangeForMouse = hoveredHex != BattleHex::INVALID
  449. && (owner.actionsController->currentActionSpellcasting(getHoveredHex())
  450. || owner.actionsController->creatureSpellcastingModeActive()); //at least shooting with SPELL_LIKE_ATTACK can operate in spellcasting mode without being actual spellcast
  451. bool useMoveRangeForMouse = !hoveredMoveHexes.empty() || !settings["battle"]["mouseShadow"].Bool();
  452. const auto & hoveredMouseHexes = useSpellRangeForMouse ? hoveredSpellHexes : ( useMoveRangeForMouse ? hoveredMoveHexes : hoveredMouseHex);
  453. for(int hex = 0; hex < GameConstants::BFIELD_SIZE; ++hex)
  454. {
  455. bool stackMovement = hoveredStackMovementRangeHexes.contains(hex);
  456. bool mouse = hoveredMouseHexes.contains(hex);
  457. // calculate if hex is Ranged Full Damage Limit and its position in highlight array
  458. int hexIndexInRangedFullDamageLimit = 0;
  459. bool hexInRangedFullDamageLimit = isHexInRangeLimit(hex, rangedFullDamageLimitHexes, &hexIndexInRangedFullDamageLimit);
  460. // calculate if hex is Shooting Range Limit and its position in highlight array
  461. int hexIndexInShootingRangeLimit = 0;
  462. bool hexInShootingRangeLimit = isHexInRangeLimit(hex, shootingRangeLimitHexes, &hexIndexInShootingRangeLimit);
  463. if(stackMovement && mouse) // area where hovered stackMovement can move shown with highlight. Because also affected by mouse cursor, shade as well
  464. {
  465. showHighlightedHex(canvas, cellUnitMovementHighlight, hex, false);
  466. showHighlightedHex(canvas, cellShade, hex, true);
  467. }
  468. if(!stackMovement && mouse) // hexes affected only at mouse cursor shown as shaded
  469. {
  470. showHighlightedHex(canvas, cellShade, hex, true);
  471. }
  472. if(stackMovement && !mouse) // hexes where hovered stackMovement can move shown with highlight
  473. {
  474. showHighlightedHex(canvas, cellUnitMovementHighlight, hex, false);
  475. }
  476. if(hexInRangedFullDamageLimit)
  477. {
  478. showHighlightedHex(canvas, rangedFullDamageLimitHexesHighlights[hexIndexInRangedFullDamageLimit], hex, false);
  479. }
  480. if(hexInShootingRangeLimit)
  481. {
  482. showHighlightedHex(canvas, shootingRangeLimitHexesHighlights[hexIndexInShootingRangeLimit], hex, false);
  483. }
  484. }
  485. }
  486. Rect BattleFieldController::hexPositionLocal(const BattleHex & hex) const
  487. {
  488. int x = 14 + ((hex.getY())%2==0 ? 22 : 0) + 44*hex.getX();
  489. int y = 86 + 42 *hex.getY();
  490. int w = cellShade->width();
  491. int h = cellShade->height();
  492. return Rect(x, y, w, h);
  493. }
  494. Rect BattleFieldController::hexPositionAbsolute(const BattleHex & hex) const
  495. {
  496. return hexPositionLocal(hex) + pos.topLeft();
  497. }
  498. bool BattleFieldController::isPixelInHex(Point const & position)
  499. {
  500. return !cellShade->isTransparent(position);
  501. }
  502. BattleHex BattleFieldController::getHoveredHex()
  503. {
  504. return hoveredHex;
  505. }
  506. const CStack* BattleFieldController::getHoveredStack()
  507. {
  508. auto hoveredHex = getHoveredHex();
  509. const CStack* hoveredStack = owner.getBattle()->battleGetStackByPos(hoveredHex, true);
  510. if(owner.windowObject->getQueueHoveredUnitId().has_value())
  511. {
  512. auto stacks = owner.getBattle()->battleGetAllStacks();
  513. for(const CStack * stack : stacks)
  514. if(stack->unitId() == *owner.windowObject->getQueueHoveredUnitId())
  515. hoveredStack = stack;
  516. }
  517. return hoveredStack;
  518. }
  519. BattleHex BattleFieldController::getHexAtPosition(Point hoverPos)
  520. {
  521. if (owner.attackingHero)
  522. {
  523. if (owner.attackingHero->pos.isInside(hoverPos))
  524. return BattleHex::HERO_ATTACKER;
  525. }
  526. if (owner.defendingHero)
  527. {
  528. if (owner.attackingHero->pos.isInside(hoverPos))
  529. return BattleHex::HERO_DEFENDER;
  530. }
  531. for (int h = 0; h < GameConstants::BFIELD_SIZE; ++h)
  532. {
  533. Rect hexPosition = hexPositionAbsolute(h);
  534. if (!hexPosition.isInside(hoverPos))
  535. continue;
  536. if (isPixelInHex(hoverPos - hexPosition.topLeft()))
  537. return h;
  538. }
  539. return BattleHex::INVALID;
  540. }
  541. BattleHex::EDir BattleFieldController::selectAttackDirection(const BattleHex & myNumber) const
  542. {
  543. const bool doubleWide = owner.stacksController->getActiveStack()->doubleWide();
  544. const BattleHexArray & neighbours = myNumber.getAllNeighbouringTiles();
  545. // 0 1
  546. // 5 x 2
  547. // 4 3
  548. // if true - our current stack can move into this hex (and attack)
  549. std::array<bool, 8> attackAvailability;
  550. if (doubleWide)
  551. {
  552. // For double-hexes we need to ensure that both hexes needed for this direction are occupyable:
  553. // | -0- | -1- | -2- | -3- | -4- | -5- | -6- | -7-
  554. // | o o - | - o o | - - | - - | - - | - - | o o | - -
  555. // | - x - | - x - | - x o o| - x - | - x - |o o x - | - x - | - x -
  556. // | - - | - - | - - | - o o | o o - | - - | - - | o o
  557. for (size_t i : { 1, 2, 3})
  558. {
  559. BattleHex target = neighbours[i].cloneInDirection(BattleHex::RIGHT, false);
  560. attackAvailability[i] = neighbours[i].isValid() && occupiableHexes.contains(neighbours[i]) && target.isValid() && occupiableHexes.contains(target);
  561. }
  562. for (size_t i : { 4, 5, 0})
  563. {
  564. BattleHex target = neighbours[i].cloneInDirection(BattleHex::LEFT, false);
  565. attackAvailability[i] = neighbours[i].isValid() && occupiableHexes.contains(neighbours[i]) && target.isValid() && occupiableHexes.contains(target);
  566. }
  567. attackAvailability[6] = neighbours[0].isValid() && neighbours[1].isValid() && occupiableHexes.contains(neighbours[0]) && occupiableHexes.contains(neighbours[1]);
  568. attackAvailability[7] = neighbours[3].isValid() && neighbours[4].isValid() && occupiableHexes.contains(neighbours[3]) && occupiableHexes.contains(neighbours[4]);
  569. }
  570. else
  571. {
  572. for (size_t i = 0; i < 6; ++i)
  573. attackAvailability[i] = neighbours[i].isValid() && occupiableHexes.contains(neighbours[i]);
  574. attackAvailability[6] = false;
  575. attackAvailability[7] = false;
  576. }
  577. // Zero available tiles to attack from
  578. if ( vstd::find(attackAvailability, true) == attackAvailability.end())
  579. {
  580. logGlobal->error("Error: cannot find a hex to attack hex %d from!", myNumber);
  581. return BattleHex::NONE;
  582. }
  583. // For each valid direction, select position to test against
  584. std::array<Point, 8> testPoint;
  585. for (size_t i = 0; i < 6; ++i)
  586. if (attackAvailability[i])
  587. testPoint[i] = hexPositionAbsolute(neighbours[i]).center();
  588. // For bottom/top directions select central point, but move it a bit away from true center to reduce zones allocated to them
  589. if (attackAvailability[6])
  590. testPoint[6] = (hexPositionAbsolute(neighbours[0]).center() + hexPositionAbsolute(neighbours[1]).center()) / 2 + Point(0, -5);
  591. if (attackAvailability[7])
  592. testPoint[7] = (hexPositionAbsolute(neighbours[3]).center() + hexPositionAbsolute(neighbours[4]).center()) / 2 + Point(0, 5);
  593. // Compute distance between tested position & cursor position and pick nearest
  594. std::array<int, 8> distance2;
  595. for (size_t i = 0; i < 8; ++i)
  596. if (attackAvailability[i])
  597. distance2[i] = (testPoint[i].y - currentAttackOriginPoint.y)*(testPoint[i].y - currentAttackOriginPoint.y) + (testPoint[i].x - currentAttackOriginPoint.x)*(testPoint[i].x - currentAttackOriginPoint.x);
  598. size_t nearest = -1;
  599. for (size_t i = 0; i < 8; ++i)
  600. if (attackAvailability[i] && (nearest == -1 || distance2[i] < distance2[nearest]) )
  601. nearest = i;
  602. assert(nearest != -1);
  603. return BattleHex::EDir(nearest);
  604. }
  605. BattleHex BattleFieldController::fromWhichHexAttack(const BattleHex & attackTarget)
  606. {
  607. BattleHex::EDir direction = selectAttackDirection(attackTarget);
  608. const CStack * attacker = owner.stacksController->getActiveStack();
  609. assert(direction != BattleHex::NONE);
  610. assert(attacker);
  611. if (!attacker->doubleWide())
  612. {
  613. assert(direction != BattleHex::BOTTOM);
  614. assert(direction != BattleHex::TOP);
  615. return attackTarget.cloneInDirection(direction);
  616. }
  617. else
  618. {
  619. // We need to find position of right hex of double-hex creature (or left for defending side)
  620. // | TOP_LEFT |TOP_RIGHT | RIGHT |BOTTOM_RIGHT|BOTTOM_LEFT| LEFT | TOP |BOTTOM
  621. // | o o - | - o o | - - | - - | - - | - - | o o | - -
  622. // | - x - | - x - | - x o o| - x - | - x - |o o x - | - x - | - x -
  623. // | - - | - - | - - | - o o | o o - | - - | - - | o o
  624. switch (direction)
  625. {
  626. case BattleHex::TOP_LEFT:
  627. case BattleHex::LEFT:
  628. case BattleHex::BOTTOM_LEFT:
  629. {
  630. if ( attacker->unitSide() == BattleSide::ATTACKER )
  631. return attackTarget.cloneInDirection(direction);
  632. else
  633. return attackTarget.cloneInDirection(direction).cloneInDirection(BattleHex::LEFT);
  634. }
  635. case BattleHex::TOP_RIGHT:
  636. case BattleHex::RIGHT:
  637. case BattleHex::BOTTOM_RIGHT:
  638. {
  639. if ( attacker->unitSide() == BattleSide::ATTACKER )
  640. return attackTarget.cloneInDirection(direction).cloneInDirection(BattleHex::RIGHT);
  641. else
  642. return attackTarget.cloneInDirection(direction);
  643. }
  644. case BattleHex::TOP:
  645. {
  646. if ( attacker->unitSide() == BattleSide::ATTACKER )
  647. return attackTarget.cloneInDirection(BattleHex::TOP_RIGHT);
  648. else
  649. return attackTarget.cloneInDirection(BattleHex::TOP_LEFT);
  650. }
  651. case BattleHex::BOTTOM:
  652. {
  653. if ( attacker->unitSide() == BattleSide::ATTACKER )
  654. return attackTarget.cloneInDirection(BattleHex::BOTTOM_RIGHT);
  655. else
  656. return attackTarget.cloneInDirection(BattleHex::BOTTOM_LEFT);
  657. }
  658. default:
  659. assert(0);
  660. return BattleHex::INVALID;
  661. }
  662. }
  663. }
  664. bool BattleFieldController::isTileAttackable(const BattleHex & number) const
  665. {
  666. if(!number.isValid())
  667. return false;
  668. for (auto & elem : occupiableHexes)
  669. {
  670. if (BattleHex::mutualPosition(elem, number) != BattleHex::EDir::NONE || elem == number)
  671. return true;
  672. }
  673. return false;
  674. }
  675. void BattleFieldController::updateAccessibleHexes()
  676. {
  677. auto accessibility = owner.getBattle()->getAccessibility();
  678. for(int i = 0; i < accessibility.size(); i++)
  679. stackCountOutsideHexes[i] = (accessibility[i] == EAccessibility::ACCESSIBLE || (accessibility[i] == EAccessibility::SIDE_COLUMN));
  680. }
  681. bool BattleFieldController::stackCountOutsideHex(const BattleHex & number) const
  682. {
  683. return stackCountOutsideHexes[number.toInt()];
  684. }
  685. void BattleFieldController::showAll(Canvas & to)
  686. {
  687. show(to);
  688. }
  689. void BattleFieldController::tick(uint32_t msPassed)
  690. {
  691. updateAccessibleHexes();
  692. owner.stacksController->tick(msPassed);
  693. owner.obstacleController->tick(msPassed);
  694. owner.projectilesController->tick(msPassed);
  695. }
  696. void BattleFieldController::show(Canvas & to)
  697. {
  698. CanvasClipRectGuard guard(to, pos);
  699. renderBattlefield(to);
  700. if (isActive() && isGesturing() && getHoveredHex() != BattleHex::INVALID)
  701. to.draw(ENGINE->cursor().getCurrentImage(), hexPositionAbsolute(getHoveredHex()).center() - ENGINE->cursor().getPivotOffset());
  702. }
  703. bool BattleFieldController::receiveEvent(const Point & position, int eventType) const
  704. {
  705. if (eventType == HOVER)
  706. return true;
  707. return CIntObject::receiveEvent(position, eventType);
  708. }