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- /*
- * BattleFieldController.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 "BattleFieldController.h"
- #include "BattleInterface.h"
- #include "BattleActionsController.h"
- #include "BattleInterfaceClasses.h"
- #include "BattleEffectsController.h"
- #include "BattleSiegeController.h"
- #include "BattleStacksController.h"
- #include "BattleObstacleController.h"
- #include "BattleProjectileController.h"
- #include "BattleRenderer.h"
- #include "../CGameInfo.h"
- #include "../CPlayerInterface.h"
- #include "../render/CAnimation.h"
- #include "../render/Canvas.h"
- #include "../render/IImage.h"
- #include "../renderSDL/SDL_Extensions.h"
- #include "../gui/CGuiHandler.h"
- #include "../gui/CursorHandler.h"
- #include "../adventureMap/CInGameConsole.h"
- #include "../client/render/CAnimation.h"
- #include "../../CCallback.h"
- #include "../../lib/BattleFieldHandler.h"
- #include "../../lib/CConfigHandler.h"
- #include "../../lib/CStack.h"
- #include "../../lib/spells/ISpellMechanics.h"
- namespace HexMasks
- {
- // mask definitions that has set to 1 the edges present in the hex edges highlight image
- /*
- /\
- 0 1
- / \
- | |
- 5 2
- | |
- \ /
- 4 3
- \/
- */
- enum HexEdgeMasks {
- empty = 0b000000, // empty used when wanting to keep indexes the same but no highlight should be displayed
- topLeft = 0b000001,
- topRight = 0b000010,
- right = 0b000100,
- bottomRight = 0b001000,
- bottomLeft = 0b010000,
- left = 0b100000,
-
- top = 0b000011,
- bottom = 0b011000,
- topRightHalfCorner = 0b000110,
- bottomRightHalfCorner = 0b001100,
- bottomLeftHalfCorner = 0b110000,
- topLeftHalfCorner = 0b100001,
- rightTopAndBottom = 0b001010, // special case, right half can be drawn instead of only top and bottom
- leftTopAndBottom = 0b010001, // special case, left half can be drawn instead of only top and bottom
-
- rightHalf = 0b001110,
- leftHalf = 0b110001,
-
- topRightCorner = 0b000111,
- bottomRightCorner = 0b011100,
- bottomLeftCorner = 0b111000,
- topLeftCorner = 0b100011
- };
- }
- std::map<int, int> hexEdgeMaskToFrameIndex;
- // Maps HexEdgesMask to "Frame" indexes for range highligt images
- void initializeHexEdgeMaskToFrameIndex()
- {
- hexEdgeMaskToFrameIndex[HexMasks::empty] = 0;
- hexEdgeMaskToFrameIndex[HexMasks::topLeft] = 1;
- hexEdgeMaskToFrameIndex[HexMasks::topRight] = 2;
- hexEdgeMaskToFrameIndex[HexMasks::right] = 3;
- hexEdgeMaskToFrameIndex[HexMasks::bottomRight] = 4;
- hexEdgeMaskToFrameIndex[HexMasks::bottomLeft] = 5;
- hexEdgeMaskToFrameIndex[HexMasks::left] = 6;
- hexEdgeMaskToFrameIndex[HexMasks::top] = 7;
- hexEdgeMaskToFrameIndex[HexMasks::bottom] = 8;
- hexEdgeMaskToFrameIndex[HexMasks::topRightHalfCorner] = 9;
- hexEdgeMaskToFrameIndex[HexMasks::bottomRightHalfCorner] = 10;
- hexEdgeMaskToFrameIndex[HexMasks::bottomLeftHalfCorner] = 11;
- hexEdgeMaskToFrameIndex[HexMasks::topLeftHalfCorner] = 12;
- hexEdgeMaskToFrameIndex[HexMasks::rightTopAndBottom] = 13;
- hexEdgeMaskToFrameIndex[HexMasks::leftTopAndBottom] = 14;
-
- hexEdgeMaskToFrameIndex[HexMasks::rightHalf] = 13;
- hexEdgeMaskToFrameIndex[HexMasks::leftHalf] = 14;
- hexEdgeMaskToFrameIndex[HexMasks::topRightCorner] = 15;
- hexEdgeMaskToFrameIndex[HexMasks::bottomRightCorner] = 16;
- hexEdgeMaskToFrameIndex[HexMasks::bottomLeftCorner] = 17;
- hexEdgeMaskToFrameIndex[HexMasks::topLeftCorner] = 18;
- }
- BattleFieldController::BattleFieldController(BattleInterface & owner):
- owner(owner)
- {
- OBJ_CONSTRUCTION_CAPTURING_ALL_NO_DISPOSE;
- //preparing cells and hexes
- cellBorder = IImage::createFromFile("CCELLGRD.BMP", EImageBlitMode::COLORKEY);
- cellShade = IImage::createFromFile("CCELLSHD.BMP");
- cellUnitMovementHighlight = IImage::createFromFile("UnitMovementHighlight.PNG", EImageBlitMode::COLORKEY);
- cellUnitMaxMovementHighlight = IImage::createFromFile("UnitMaxMovementHighlight.PNG", EImageBlitMode::COLORKEY);
- attackCursors = std::make_shared<CAnimation>("CRCOMBAT");
- attackCursors->preload();
- rangedFullDamageLimitImages = std::make_unique<CAnimation>("battle/rangeHighlights/rangeHighlightsGreen.json");
- rangedFullDamageLimitImages->preload();
- initializeHexEdgeMaskToFrameIndex();
- flipRangedFullDamageLimitImagesIntoPositions();
- if(!owner.siegeController)
- {
- auto bfieldType = owner.curInt->cb->battleGetBattlefieldType();
- if(bfieldType == BattleField::NONE)
- logGlobal->error("Invalid battlefield returned for current battle");
- else
- background = IImage::createFromFile(bfieldType.getInfo()->graphics, EImageBlitMode::OPAQUE);
- }
- else
- {
- std::string backgroundName = owner.siegeController->getBattleBackgroundName();
- background = IImage::createFromFile(backgroundName, EImageBlitMode::OPAQUE);
- }
- pos.w = background->width();
- pos.h = background->height();
- backgroundWithHexes = std::make_unique<Canvas>(Point(background->width(), background->height()));
- updateAccessibleHexes();
- addUsedEvents(LCLICK | SHOW_POPUP | MOVE | TIME | GESTURE);
- }
- void BattleFieldController::activate()
- {
- LOCPLINT->cingconsole->pos = this->pos;
- CIntObject::activate();
- }
- void BattleFieldController::createHeroes()
- {
- OBJ_CONSTRUCTION_CAPTURING_ALL_NO_DISPOSE;
- // create heroes as part of our constructor for correct positioning inside battlefield
- if(owner.attackingHeroInstance)
- owner.attackingHero = std::make_shared<BattleHero>(owner, owner.attackingHeroInstance, false);
- if(owner.defendingHeroInstance)
- owner.defendingHero = std::make_shared<BattleHero>(owner, owner.defendingHeroInstance, true);
- }
- void BattleFieldController::gesture(bool on, const Point & initialPosition, const Point & finalPosition)
- {
- if (!on && pos.isInside(finalPosition))
- clickLeft(false, false);
- }
- void BattleFieldController::gesturePanning(const Point & initialPosition, const Point & currentPosition, const Point & lastUpdateDistance)
- {
- Point distance = currentPosition - initialPosition;
- if (distance.length() < settings["battle"]["swipeAttackDistance"].Float())
- hoveredHex = getHexAtPosition(initialPosition);
- else
- hoveredHex = BattleHex::INVALID;
- currentAttackOriginPoint = currentPosition;
- if (pos.isInside(initialPosition))
- owner.actionsController->onHexHovered(getHoveredHex());
- }
- void BattleFieldController::mouseMoved(const Point & cursorPosition, const Point & lastUpdateDistance)
- {
- hoveredHex = getHexAtPosition(cursorPosition);
- currentAttackOriginPoint = cursorPosition;
- if (pos.isInside(cursorPosition))
- owner.actionsController->onHexHovered(getHoveredHex());
- else
- owner.actionsController->onHoverEnded();
- }
- void BattleFieldController::clickLeft(tribool down, bool previousState)
- {
- if(!down)
- {
- BattleHex selectedHex = getHoveredHex();
- if (selectedHex != BattleHex::INVALID)
- owner.actionsController->onHexLeftClicked(selectedHex);
- }
- }
- void BattleFieldController::showPopupWindow()
- {
- BattleHex selectedHex = getHoveredHex();
- if (selectedHex != BattleHex::INVALID)
- owner.actionsController->onHexRightClicked(selectedHex);
- }
- void BattleFieldController::renderBattlefield(Canvas & canvas)
- {
- Canvas clippedCanvas(canvas, pos);
- showBackground(clippedCanvas);
- BattleRenderer renderer(owner);
- renderer.execute(clippedCanvas);
- owner.projectilesController->render(clippedCanvas);
- }
- void BattleFieldController::showBackground(Canvas & canvas)
- {
- if (owner.stacksController->getActiveStack() != nullptr )
- showBackgroundImageWithHexes(canvas);
- else
- showBackgroundImage(canvas);
- showHighlightedHexes(canvas);
- }
- void BattleFieldController::showBackgroundImage(Canvas & canvas)
- {
- canvas.draw(background, Point(0, 0));
- owner.obstacleController->showAbsoluteObstacles(canvas);
- if ( owner.siegeController )
- owner.siegeController->showAbsoluteObstacles(canvas);
- if (settings["battle"]["cellBorders"].Bool())
- {
- for (int i=0; i<GameConstants::BFIELD_SIZE; ++i)
- {
- if ( i % GameConstants::BFIELD_WIDTH == 0)
- continue;
- if ( i % GameConstants::BFIELD_WIDTH == GameConstants::BFIELD_WIDTH - 1)
- continue;
- canvas.draw(cellBorder, hexPositionLocal(i).topLeft());
- }
- }
- }
- void BattleFieldController::showBackgroundImageWithHexes(Canvas & canvas)
- {
- canvas.draw(*backgroundWithHexes, Point(0, 0));
- }
- void BattleFieldController::redrawBackgroundWithHexes()
- {
- const CStack *activeStack = owner.stacksController->getActiveStack();
- std::vector<BattleHex> attackableHexes;
- if(activeStack)
- occupiableHexes = owner.curInt->cb->battleGetAvailableHexes(activeStack, false, true, &attackableHexes);
- // prepare background graphic with hexes and shaded hexes
- backgroundWithHexes->draw(background, Point(0,0));
- owner.obstacleController->showAbsoluteObstacles(*backgroundWithHexes);
- if(owner.siegeController)
- owner.siegeController->showAbsoluteObstacles(*backgroundWithHexes);
- // show shaded hexes for active's stack valid movement and the hexes that it can attack
- if(settings["battle"]["stackRange"].Bool())
- {
- std::vector<BattleHex> hexesToShade = occupiableHexes;
- hexesToShade.insert(hexesToShade.end(), attackableHexes.begin(), attackableHexes.end());
- for(BattleHex hex : hexesToShade)
- {
- showHighlightedHex(*backgroundWithHexes, cellShade, hex, false);
- }
- }
- // draw cell borders
- if(settings["battle"]["cellBorders"].Bool())
- {
- for(int i=0; i<GameConstants::BFIELD_SIZE; ++i)
- {
- if(i % GameConstants::BFIELD_WIDTH == 0)
- continue;
- if(i % GameConstants::BFIELD_WIDTH == GameConstants::BFIELD_WIDTH - 1)
- continue;
- backgroundWithHexes->draw(cellBorder, hexPositionLocal(i).topLeft());
- }
- }
- }
- void BattleFieldController::showHighlightedHex(Canvas & canvas, std::shared_ptr<IImage> highlight, BattleHex hex, bool darkBorder)
- {
- Point hexPos = hexPositionLocal(hex).topLeft();
- canvas.draw(highlight, hexPos);
- if(!darkBorder && settings["battle"]["cellBorders"].Bool())
- canvas.draw(cellBorder, hexPos);
- }
- std::set<BattleHex> BattleFieldController::getHighlightedHexesForActiveStack()
- {
- std::set<BattleHex> result;
- if(!owner.stacksController->getActiveStack())
- return result;
- if(!settings["battle"]["stackRange"].Bool())
- return result;
- auto hoveredHex = getHoveredHex();
- std::set<BattleHex> set = owner.curInt->cb->battleGetAttackedHexes(owner.stacksController->getActiveStack(), hoveredHex);
- for(BattleHex hex : set)
- result.insert(hex);
- return result;
- }
- std::set<BattleHex> BattleFieldController::getMovementRangeForHoveredStack()
- {
- std::set<BattleHex> result;
- if (!owner.stacksController->getActiveStack())
- return result;
- if (!settings["battle"]["movementHighlightOnHover"].Bool() && !GH.isKeyboardShiftDown())
- return result;
- auto hoveredHex = getHoveredHex();
- // add possible movement hexes for stack under mouse
- const CStack * const hoveredStack = owner.curInt->cb->battleGetStackByPos(hoveredHex, true);
- if(hoveredStack)
- {
- std::vector<BattleHex> v = owner.curInt->cb->battleGetAvailableHexes(hoveredStack, true, true, nullptr);
- for(BattleHex hex : v)
- result.insert(hex);
- }
- return result;
- }
- std::set<BattleHex> BattleFieldController::getHighlightedHexesForSpellRange()
- {
- std::set<BattleHex> result;
- auto hoveredHex = getHoveredHex();
- if(!settings["battle"]["mouseShadow"].Bool())
- return result;
- const spells::Caster *caster = nullptr;
- const CSpell *spell = nullptr;
- spells::Mode mode = owner.actionsController->getCurrentCastMode();
- spell = owner.actionsController->getCurrentSpell(hoveredHex);
- caster = owner.actionsController->getCurrentSpellcaster();
- if(caster && spell) //when casting spell
- {
- // printing shaded hex(es)
- spells::BattleCast event(owner.curInt->cb.get(), caster, mode, spell);
- auto shadedHexes = spell->battleMechanics(&event)->rangeInHexes(hoveredHex);
- for(BattleHex shadedHex : shadedHexes)
- {
- if((shadedHex.getX() != 0) && (shadedHex.getX() != GameConstants::BFIELD_WIDTH - 1))
- result.insert(shadedHex);
- }
- }
- return result;
- }
- std::set<BattleHex> BattleFieldController::getHighlightedHexesForMovementTarget()
- {
- const CStack * stack = owner.stacksController->getActiveStack();
- auto hoveredHex = getHoveredHex();
- if(!stack)
- return {};
- std::vector<BattleHex> availableHexes = owner.curInt->cb->battleGetAvailableHexes(stack, false, false, nullptr);
- auto hoveredStack = owner.curInt->cb->battleGetStackByPos(hoveredHex, true);
- if(owner.curInt->cb->battleCanAttack(stack, hoveredStack, hoveredHex))
- {
- if(isTileAttackable(hoveredHex))
- {
- BattleHex attackFromHex = fromWhichHexAttack(hoveredHex);
- if(stack->doubleWide())
- return {attackFromHex, stack->occupiedHex(attackFromHex)};
- else
- return {attackFromHex};
- }
- }
- if(vstd::contains(availableHexes, hoveredHex))
- {
- if(stack->doubleWide())
- return {hoveredHex, stack->occupiedHex(hoveredHex)};
- else
- return {hoveredHex};
- }
- if(stack->doubleWide())
- {
- for(auto const & hex : availableHexes)
- {
- if(stack->occupiedHex(hex) == hoveredHex)
- return {hoveredHex, hex};
- }
- }
- return {};
- }
- std::vector<BattleHex> BattleFieldController::getRangedFullDamageHexes()
- {
- std::vector<BattleHex> rangedFullDamageHexes; // used for return
- // if not a hovered arcer unit -> return
- auto hoveredHex = getHoveredHex();
- const CStack * hoveredStack = owner.curInt->cb->battleGetStackByPos(hoveredHex, true);
- if (!settings["battle"]["rangedFullDamageLimitHighlightOnHover"].Bool() && !GH.isKeyboardShiftDown())
- return rangedFullDamageHexes;
- if(!(hoveredStack && hoveredStack->isShooter()))
- return rangedFullDamageHexes;
- auto rangedFullDamageDistance = hoveredStack->getRangedFullDamageDistance();
- // get only battlefield hexes that are in full range damage distance
- std::set<BattleHex> fullRangeLimit;
- for(auto i = 0; i < GameConstants::BFIELD_SIZE; i++)
- {
- BattleHex hex(i);
- if(hex.isAvailable() && BattleHex::getDistance(hoveredHex, hex) <= rangedFullDamageDistance)
- rangedFullDamageHexes.push_back(hex);
- }
- return rangedFullDamageHexes;
- }
- std::vector<BattleHex> BattleFieldController::getRangedFullDamageLimitHexes(std::vector<BattleHex> rangedFullDamageHexes)
- {
- std::vector<BattleHex> rangedFullDamageLimitHexes; // used for return
- // if not a hovered arcer unit -> return
- auto hoveredHex = getHoveredHex();
- const CStack * hoveredStack = owner.curInt->cb->battleGetStackByPos(hoveredHex, true);
- if(!(hoveredStack && hoveredStack->isShooter()))
- return rangedFullDamageLimitHexes;
- auto rangedFullDamageDistance = hoveredStack->getRangedFullDamageDistance();
- // from ranged full damage hexes get only the ones at the limit
- for(auto & hex : rangedFullDamageHexes)
- {
- if(BattleHex::getDistance(hoveredHex, hex) == rangedFullDamageDistance)
- rangedFullDamageLimitHexes.push_back(hex);
- }
- return rangedFullDamageLimitHexes;
- }
- std::vector<std::vector<BattleHex::EDir>> BattleFieldController::getOutsideNeighbourDirectionsForLimitHexes(std::vector<BattleHex> rangedFullDamageHexes, std::vector<BattleHex> rangedFullDamageLimitHexes)
- {
- std::vector<std::vector<BattleHex::EDir>> output;
- if(rangedFullDamageHexes.empty())
- return output;
- for(auto & hex : rangedFullDamageLimitHexes)
- {
- // get all neighbours and their directions
-
- auto neighbouringTiles = hex.allNeighbouringTiles();
- std::vector<BattleHex::EDir> outsideNeighbourDirections;
- // for each neighbour add to output only the valid ones and only that are not found in rangedFullDamageHexes
- for(auto direction = 0; direction < 6; direction++)
- {
- if(!neighbouringTiles[direction].isAvailable())
- continue;
- auto it = std::find(rangedFullDamageHexes.begin(), rangedFullDamageHexes.end(), neighbouringTiles[direction]);
- if(it == rangedFullDamageHexes.end())
- outsideNeighbourDirections.push_back(BattleHex::EDir(direction)); // push direction
- }
- output.push_back(outsideNeighbourDirections);
- }
- return output;
- }
- std::vector<std::shared_ptr<IImage>> BattleFieldController::calculateRangedFullDamageHighlightImages(std::vector<std::vector<BattleHex::EDir>> rangedFullDamageLimitHexesNeighbourDirections)
- {
- 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
- if(rangedFullDamageLimitHexesNeighbourDirections.empty())
- return output;
- for(auto & directions : rangedFullDamageLimitHexesNeighbourDirections)
- {
- std::bitset<6> mask;
-
- // convert directions to mask
- for(auto direction : directions)
- mask.set(direction);
- uint8_t imageKey = static_cast<uint8_t>(mask.to_ulong());
- output.push_back(rangedFullDamageLimitImages->getImage(hexEdgeMaskToFrameIndex[imageKey]));
- }
- return output;
- }
- void BattleFieldController::flipRangedFullDamageLimitImagesIntoPositions()
- {
- rangedFullDamageLimitImages->getImage(hexEdgeMaskToFrameIndex[HexMasks::topRight])->verticalFlip();
- rangedFullDamageLimitImages->getImage(hexEdgeMaskToFrameIndex[HexMasks::right])->verticalFlip();
- rangedFullDamageLimitImages->getImage(hexEdgeMaskToFrameIndex[HexMasks::bottomRight])->doubleFlip();
- rangedFullDamageLimitImages->getImage(hexEdgeMaskToFrameIndex[HexMasks::bottomLeft])->horizontalFlip();
- rangedFullDamageLimitImages->getImage(hexEdgeMaskToFrameIndex[HexMasks::bottom])->horizontalFlip();
- rangedFullDamageLimitImages->getImage(hexEdgeMaskToFrameIndex[HexMasks::topRightHalfCorner])->verticalFlip();
- rangedFullDamageLimitImages->getImage(hexEdgeMaskToFrameIndex[HexMasks::bottomRightHalfCorner])->doubleFlip();
- rangedFullDamageLimitImages->getImage(hexEdgeMaskToFrameIndex[HexMasks::bottomLeftHalfCorner])->horizontalFlip();
- rangedFullDamageLimitImages->getImage(hexEdgeMaskToFrameIndex[HexMasks::rightHalf])->verticalFlip();
- rangedFullDamageLimitImages->getImage(hexEdgeMaskToFrameIndex[HexMasks::topRightCorner])->verticalFlip();
- rangedFullDamageLimitImages->getImage(hexEdgeMaskToFrameIndex[HexMasks::bottomRightCorner])->doubleFlip();
- rangedFullDamageLimitImages->getImage(hexEdgeMaskToFrameIndex[HexMasks::bottomLeftCorner])->horizontalFlip();
- }
- void BattleFieldController::showHighlightedHexes(Canvas & canvas)
- {
- std::set<BattleHex> hoveredStackMovementRangeHexes = getMovementRangeForHoveredStack();
- std::set<BattleHex> hoveredSpellHexes = getHighlightedHexesForSpellRange();
- std::set<BattleHex> hoveredMoveHexes = getHighlightedHexesForMovementTarget();
- if(getHoveredHex() == BattleHex::INVALID)
- return;
- // calculate array with highlight images for ranged full damage limit
- std::vector<BattleHex> rangedFullDamageHexes = getRangedFullDamageHexes();
- std::vector<BattleHex> rangedFullDamageLimitHexes = getRangedFullDamageLimitHexes(rangedFullDamageHexes);
- std::vector<std::vector<BattleHex::EDir>> rangedFullDamageLimitHexesNeighbourDirections = getOutsideNeighbourDirectionsForLimitHexes(rangedFullDamageHexes, rangedFullDamageLimitHexes);
- std::vector<std::shared_ptr<IImage>> rangedFullDamageLimitHexesHighligts = calculateRangedFullDamageHighlightImages(rangedFullDamageLimitHexesNeighbourDirections);
- auto const & hoveredMouseHexes = owner.actionsController->currentActionSpellcasting(getHoveredHex()) ? hoveredSpellHexes : hoveredMoveHexes;
- for(int hex = 0; hex < GameConstants::BFIELD_SIZE; ++hex)
- {
- bool stackMovement = hoveredStackMovementRangeHexes.count(hex);
- bool mouse = hoveredMouseHexes.count(hex);
- // calculate if hex is Ranged Full Damage Limit and its position in highlight array
- bool isRangedFullDamageLimit = false;
- int hexIndexInRangedFullDamageLimit = 0;
- if(!rangedFullDamageLimitHexes.empty())
- {
- auto pos = std::find(rangedFullDamageLimitHexes.begin(), rangedFullDamageLimitHexes.end(), hex);
- hexIndexInRangedFullDamageLimit = std::distance(rangedFullDamageLimitHexes.begin(), pos);
- isRangedFullDamageLimit = pos != rangedFullDamageLimitHexes.end();
- }
- if(stackMovement && mouse) // area where hovered stackMovement can move shown with highlight. Because also affected by mouse cursor, shade as well
- {
- showHighlightedHex(canvas, cellUnitMovementHighlight, hex, false);
- showHighlightedHex(canvas, cellShade, hex, true);
- }
- if(!stackMovement && mouse) // hexes affected only at mouse cursor shown as shaded
- {
- showHighlightedHex(canvas, cellShade, hex, true);
- }
- if(stackMovement && !mouse) // hexes where hovered stackMovement can move shown with highlight
- {
- showHighlightedHex(canvas, cellUnitMovementHighlight, hex, false);
- }
- if(isRangedFullDamageLimit)
- {
- showHighlightedHex(canvas, rangedFullDamageLimitHexesHighligts[hexIndexInRangedFullDamageLimit], hex, false);
- }
- }
- }
- Rect BattleFieldController::hexPositionLocal(BattleHex hex) const
- {
- int x = 14 + ((hex.getY())%2==0 ? 22 : 0) + 44*hex.getX();
- int y = 86 + 42 *hex.getY();
- int w = cellShade->width();
- int h = cellShade->height();
- return Rect(x, y, w, h);
- }
- Rect BattleFieldController::hexPositionAbsolute(BattleHex hex) const
- {
- return hexPositionLocal(hex) + pos.topLeft();
- }
- bool BattleFieldController::isPixelInHex(Point const & position)
- {
- return !cellShade->isTransparent(position);
- }
- BattleHex BattleFieldController::getHoveredHex()
- {
- return hoveredHex;
- }
- BattleHex BattleFieldController::getHexAtPosition(Point hoverPos)
- {
- if (owner.attackingHero)
- {
- if (owner.attackingHero->pos.isInside(hoverPos))
- return BattleHex::HERO_ATTACKER;
- }
- if (owner.defendingHero)
- {
- if (owner.attackingHero->pos.isInside(hoverPos))
- return BattleHex::HERO_DEFENDER;
- }
- for (int h = 0; h < GameConstants::BFIELD_SIZE; ++h)
- {
- Rect hexPosition = hexPositionAbsolute(h);
- if (!hexPosition.isInside(hoverPos))
- continue;
- if (isPixelInHex(hoverPos - hexPosition.topLeft()))
- return h;
- }
- return BattleHex::INVALID;
- }
- BattleHex::EDir BattleFieldController::selectAttackDirection(BattleHex myNumber)
- {
- const bool doubleWide = owner.stacksController->getActiveStack()->doubleWide();
- auto neighbours = myNumber.allNeighbouringTiles();
- // 0 1
- // 5 x 2
- // 4 3
- // if true - our current stack can move into this hex (and attack)
- std::array<bool, 8> attackAvailability;
- if (doubleWide)
- {
- // For double-hexes we need to ensure that both hexes needed for this direction are occupyable:
- // | -0- | -1- | -2- | -3- | -4- | -5- | -6- | -7-
- // | o o - | - o o | - - | - - | - - | - - | o o | - -
- // | - x - | - x - | - x o o| - x - | - x - |o o x - | - x - | - x -
- // | - - | - - | - - | - o o | o o - | - - | - - | o o
- for (size_t i : { 1, 2, 3})
- attackAvailability[i] = vstd::contains(occupiableHexes, neighbours[i]) && vstd::contains(occupiableHexes, neighbours[i].cloneInDirection(BattleHex::RIGHT, false));
- for (size_t i : { 4, 5, 0})
- attackAvailability[i] = vstd::contains(occupiableHexes, neighbours[i]) && vstd::contains(occupiableHexes, neighbours[i].cloneInDirection(BattleHex::LEFT, false));
- attackAvailability[6] = vstd::contains(occupiableHexes, neighbours[0]) && vstd::contains(occupiableHexes, neighbours[1]);
- attackAvailability[7] = vstd::contains(occupiableHexes, neighbours[3]) && vstd::contains(occupiableHexes, neighbours[4]);
- }
- else
- {
- for (size_t i = 0; i < 6; ++i)
- attackAvailability[i] = vstd::contains(occupiableHexes, neighbours[i]);
- attackAvailability[6] = false;
- attackAvailability[7] = false;
- }
- // Zero available tiles to attack from
- if ( vstd::find(attackAvailability, true) == attackAvailability.end())
- {
- logGlobal->error("Error: cannot find a hex to attack hex %d from!", myNumber);
- return BattleHex::NONE;
- }
- // For each valid direction, select position to test against
- std::array<Point, 8> testPoint;
- for (size_t i = 0; i < 6; ++i)
- if (attackAvailability[i])
- testPoint[i] = hexPositionAbsolute(neighbours[i]).center();
- // For bottom/top directions select central point, but move it a bit away from true center to reduce zones allocated to them
- if (attackAvailability[6])
- testPoint[6] = (hexPositionAbsolute(neighbours[0]).center() + hexPositionAbsolute(neighbours[1]).center()) / 2 + Point(0, -5);
- if (attackAvailability[7])
- testPoint[7] = (hexPositionAbsolute(neighbours[3]).center() + hexPositionAbsolute(neighbours[4]).center()) / 2 + Point(0, 5);
- // Compute distance between tested position & cursor position and pick nearest
- std::array<int, 8> distance2;
- for (size_t i = 0; i < 8; ++i)
- if (attackAvailability[i])
- distance2[i] = (testPoint[i].y - currentAttackOriginPoint.y)*(testPoint[i].y - currentAttackOriginPoint.y) + (testPoint[i].x - currentAttackOriginPoint.x)*(testPoint[i].x - currentAttackOriginPoint.x);
- size_t nearest = -1;
- for (size_t i = 0; i < 8; ++i)
- if (attackAvailability[i] && (nearest == -1 || distance2[i] < distance2[nearest]) )
- nearest = i;
- assert(nearest != -1);
- return BattleHex::EDir(nearest);
- }
- BattleHex BattleFieldController::fromWhichHexAttack(BattleHex attackTarget)
- {
- BattleHex::EDir direction = selectAttackDirection(getHoveredHex());
- const CStack * attacker = owner.stacksController->getActiveStack();
- assert(direction != BattleHex::NONE);
- assert(attacker);
- if (!attacker->doubleWide())
- {
- assert(direction != BattleHex::BOTTOM);
- assert(direction != BattleHex::TOP);
- return attackTarget.cloneInDirection(direction);
- }
- else
- {
- // We need to find position of right hex of double-hex creature (or left for defending side)
- // | TOP_LEFT |TOP_RIGHT | RIGHT |BOTTOM_RIGHT|BOTTOM_LEFT| LEFT | TOP |BOTTOM
- // | o o - | - o o | - - | - - | - - | - - | o o | - -
- // | - x - | - x - | - x o o| - x - | - x - |o o x - | - x - | - x -
- // | - - | - - | - - | - o o | o o - | - - | - - | o o
- switch (direction)
- {
- case BattleHex::TOP_LEFT:
- case BattleHex::LEFT:
- case BattleHex::BOTTOM_LEFT:
- {
- if ( attacker->unitSide() == BattleSide::ATTACKER )
- return attackTarget.cloneInDirection(direction);
- else
- return attackTarget.cloneInDirection(direction).cloneInDirection(BattleHex::LEFT);
- }
- case BattleHex::TOP_RIGHT:
- case BattleHex::RIGHT:
- case BattleHex::BOTTOM_RIGHT:
- {
- if ( attacker->unitSide() == BattleSide::ATTACKER )
- return attackTarget.cloneInDirection(direction).cloneInDirection(BattleHex::RIGHT);
- else
- return attackTarget.cloneInDirection(direction);
- }
- case BattleHex::TOP:
- {
- if ( attacker->unitSide() == BattleSide::ATTACKER )
- return attackTarget.cloneInDirection(BattleHex::TOP_RIGHT);
- else
- return attackTarget.cloneInDirection(BattleHex::TOP_LEFT);
- }
- case BattleHex::BOTTOM:
- {
- if ( attacker->unitSide() == BattleSide::ATTACKER )
- return attackTarget.cloneInDirection(BattleHex::BOTTOM_RIGHT);
- else
- return attackTarget.cloneInDirection(BattleHex::BOTTOM_LEFT);
- }
- default:
- assert(0);
- return BattleHex::INVALID;
- }
- }
- }
- bool BattleFieldController::isTileAttackable(const BattleHex & number) const
- {
- for (auto & elem : occupiableHexes)
- {
- if (BattleHex::mutualPosition(elem, number) != -1 || elem == number)
- return true;
- }
- return false;
- }
- void BattleFieldController::updateAccessibleHexes()
- {
- auto accessibility = owner.curInt->cb->getAccesibility();
- for(int i = 0; i < accessibility.size(); i++)
- stackCountOutsideHexes[i] = (accessibility[i] == EAccessibility::ACCESSIBLE || (accessibility[i] == EAccessibility::SIDE_COLUMN));
- }
- bool BattleFieldController::stackCountOutsideHex(const BattleHex & number) const
- {
- return stackCountOutsideHexes[number];
- }
- void BattleFieldController::showAll(Canvas & to)
- {
- show(to);
- }
- void BattleFieldController::tick(uint32_t msPassed)
- {
- updateAccessibleHexes();
- owner.stacksController->tick(msPassed);
- owner.obstacleController->tick(msPassed);
- owner.projectilesController->tick(msPassed);
- }
- void BattleFieldController::show(Canvas & to)
- {
- CSDL_Ext::CClipRectGuard guard(to.getInternalSurface(), pos);
- renderBattlefield(to);
- if (isActive() && isGesturing() && getHoveredHex() != BattleHex::INVALID)
- {
- auto cursorIndex = CCS->curh->get<Cursor::Combat>();
- auto imageIndex = static_cast<size_t>(cursorIndex);
- to.draw(attackCursors->getImage(imageIndex), hexPositionAbsolute(getHoveredHex()).center() - CCS->curh->getPivotOffsetCombat(imageIndex));
- }
- }
- bool BattleFieldController::receiveEvent(const Point & position, int eventType) const
- {
- if (eventType == HOVER)
- return true;
- return CIntObject::receiveEvent(position, eventType);
- }
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