BattleSiegeController.cpp 13 KB

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  1. /*
  2. * BattleSiegeController.cpp, part of VCMI engine
  3. *
  4. * Authors: listed in file AUTHORS in main folder
  5. *
  6. * License: GNU General Public License v2.0 or later
  7. * Full text of license available in license.txt file, in main folder
  8. *
  9. */
  10. #include "StdInc.h"
  11. #include "BattleSiegeController.h"
  12. #include "BattleAnimationClasses.h"
  13. #include "BattleInterface.h"
  14. #include "BattleInterfaceClasses.h"
  15. #include "BattleStacksController.h"
  16. #include "BattleFieldController.h"
  17. #include "BattleRenderer.h"
  18. #include "../CMusicHandler.h"
  19. #include "../CGameInfo.h"
  20. #include "../CPlayerInterface.h"
  21. #include "../gui/CAnimation.h"
  22. #include "../gui/Canvas.h"
  23. #include "../../CCallback.h"
  24. #include "../../lib/NetPacks.h"
  25. #include "../../lib/CStack.h"
  26. #include "../../lib/mapObjects/CGTownInstance.h"
  27. std::string BattleSiegeController::getWallPieceImageName(EWallVisual::EWallVisual what, EWallState::EWallState state) const
  28. {
  29. auto getImageIndex = [&]() -> int
  30. {
  31. switch (state)
  32. {
  33. case EWallState::INTACT :
  34. return 1;
  35. case EWallState::DAMAGED :
  36. // towers don't have separate image here - INTACT and DAMAGED is 1, DESTROYED is 2
  37. if(what == EWallVisual::KEEP || what == EWallVisual::BOTTOM_TOWER || what == EWallVisual::UPPER_TOWER)
  38. return 1;
  39. else
  40. return 2;
  41. case EWallState::DESTROYED :
  42. if (what == EWallVisual::KEEP || what == EWallVisual::BOTTOM_TOWER || what == EWallVisual::UPPER_TOWER)
  43. return 2;
  44. else
  45. return 3;
  46. }
  47. return 1;
  48. };
  49. const std::string & prefix = town->town->clientInfo.siegePrefix;
  50. std::string addit = boost::lexical_cast<std::string>(getImageIndex());
  51. switch(what)
  52. {
  53. case EWallVisual::BACKGROUND_WALL:
  54. {
  55. switch(town->town->faction->index)
  56. {
  57. case ETownType::RAMPART:
  58. case ETownType::NECROPOLIS:
  59. case ETownType::DUNGEON:
  60. case ETownType::STRONGHOLD:
  61. return prefix + "TPW1.BMP";
  62. default:
  63. return prefix + "TPWL.BMP";
  64. }
  65. }
  66. case EWallVisual::KEEP:
  67. return prefix + "MAN" + addit + ".BMP";
  68. case EWallVisual::BOTTOM_TOWER:
  69. return prefix + "TW1" + addit + ".BMP";
  70. case EWallVisual::BOTTOM_WALL:
  71. return prefix + "WA1" + addit + ".BMP";
  72. case EWallVisual::WALL_BELLOW_GATE:
  73. return prefix + "WA3" + addit + ".BMP";
  74. case EWallVisual::WALL_OVER_GATE:
  75. return prefix + "WA4" + addit + ".BMP";
  76. case EWallVisual::UPPER_WALL:
  77. return prefix + "WA6" + addit + ".BMP";
  78. case EWallVisual::UPPER_TOWER:
  79. return prefix + "TW2" + addit + ".BMP";
  80. case EWallVisual::GATE:
  81. return prefix + "DRW" + addit + ".BMP";
  82. case EWallVisual::GATE_ARCH:
  83. return prefix + "ARCH.BMP";
  84. case EWallVisual::BOTTOM_STATIC_WALL:
  85. return prefix + "WA2.BMP";
  86. case EWallVisual::UPPER_STATIC_WALL:
  87. return prefix + "WA5.BMP";
  88. case EWallVisual::MOAT:
  89. return prefix + "MOAT.BMP";
  90. case EWallVisual::MOAT_BANK:
  91. return prefix + "MLIP.BMP";
  92. case EWallVisual::KEEP_BATTLEMENT:
  93. return prefix + "MANC.BMP";
  94. case EWallVisual::BOTTOM_BATTLEMENT:
  95. return prefix + "TW1C.BMP";
  96. case EWallVisual::UPPER_BATTLEMENT:
  97. return prefix + "TW2C.BMP";
  98. default:
  99. return "";
  100. }
  101. }
  102. void BattleSiegeController::showWallPiece(Canvas & canvas, EWallVisual::EWallVisual what, const Point & offset)
  103. {
  104. auto & ci = town->town->clientInfo;
  105. auto const & pos = ci.siegePositions[what];
  106. if ( wallPieceImages[what])
  107. canvas.draw(wallPieceImages[what], offset + Point(pos.x, pos.y));
  108. }
  109. std::string BattleSiegeController::getBattleBackgroundName() const
  110. {
  111. const std::string & prefix = town->town->clientInfo.siegePrefix;
  112. return prefix + "BACK.BMP";
  113. }
  114. bool BattleSiegeController::getWallPieceExistance(EWallVisual::EWallVisual what) const
  115. {
  116. //FIXME: use this instead of buildings test?
  117. //ui8 siegeLevel = owner.curInt->cb->battleGetSiegeLevel();
  118. switch (what)
  119. {
  120. case EWallVisual::MOAT: return town->hasBuilt(BuildingID::CITADEL) && town->town->faction->index != ETownType::TOWER;
  121. case EWallVisual::MOAT_BANK: return town->hasBuilt(BuildingID::CITADEL) && town->town->faction->index != ETownType::TOWER && town->town->faction->index != ETownType::NECROPOLIS;
  122. case EWallVisual::KEEP_BATTLEMENT: return town->hasBuilt(BuildingID::CITADEL) && EWallState::EWallState(owner.curInt->cb->battleGetWallState(EWallPart::KEEP)) != EWallState::DESTROYED;
  123. case EWallVisual::UPPER_BATTLEMENT: return town->hasBuilt(BuildingID::CASTLE) && EWallState::EWallState(owner.curInt->cb->battleGetWallState(EWallPart::UPPER_TOWER)) != EWallState::DESTROYED;
  124. case EWallVisual::BOTTOM_BATTLEMENT: return town->hasBuilt(BuildingID::CASTLE) && EWallState::EWallState(owner.curInt->cb->battleGetWallState(EWallPart::BOTTOM_TOWER)) != EWallState::DESTROYED;
  125. default: return true;
  126. }
  127. }
  128. BattleHex BattleSiegeController::getWallPiecePosition(EWallVisual::EWallVisual what) const
  129. {
  130. static const std::array<BattleHex, 18> wallsPositions = {
  131. BattleHex::INVALID, // BACKGROUND, // handled separately
  132. BattleHex::HEX_BEFORE_ALL, // BACKGROUND_WALL,
  133. 135, // KEEP,
  134. BattleHex::HEX_AFTER_ALL, // BOTTOM_TOWER,
  135. 182, // BOTTOM_WALL,
  136. 130, // WALL_BELLOW_GATE,
  137. 62, // WALL_OVER_GATE,
  138. 12, // UPPER_WALL,
  139. BattleHex::HEX_BEFORE_ALL, // UPPER_TOWER,
  140. BattleHex::HEX_BEFORE_ALL, // GATE, // 94
  141. 112, // GATE_ARCH,
  142. 165, // BOTTOM_STATIC_WALL,
  143. 45, // UPPER_STATIC_WALL,
  144. BattleHex::INVALID, // MOAT, // printed as absolute obstacle
  145. BattleHex::INVALID, // MOAT_BANK, // printed as absolute obstacle
  146. 135, // KEEP_BATTLEMENT,
  147. BattleHex::HEX_AFTER_ALL, // BOTTOM_BATTLEMENT,
  148. BattleHex::HEX_BEFORE_ALL, // UPPER_BATTLEMENT,
  149. };
  150. return wallsPositions[what];
  151. }
  152. BattleSiegeController::BattleSiegeController(BattleInterface & owner, const CGTownInstance *siegeTown):
  153. owner(owner),
  154. town(siegeTown)
  155. {
  156. assert(owner.fieldController.get() == nullptr); // must be created after this
  157. for (int g = 0; g < wallPieceImages.size(); ++g)
  158. {
  159. if ( g == EWallVisual::GATE ) // gate is initially closed and has no image to display in this state
  160. continue;
  161. if ( !getWallPieceExistance(EWallVisual::EWallVisual(g)) )
  162. continue;
  163. wallPieceImages[g] = IImage::createFromFile(getWallPieceImageName(EWallVisual::EWallVisual(g), EWallState::INTACT));
  164. }
  165. }
  166. const CCreature *BattleSiegeController::getTurretCreature() const
  167. {
  168. return CGI->creh->objects[town->town->clientInfo.siegeShooter];
  169. }
  170. Point BattleSiegeController::getTurretCreaturePosition( BattleHex position ) const
  171. {
  172. // Turret positions are read out of the config/wall_pos.txt
  173. int posID = 0;
  174. switch (position)
  175. {
  176. case BattleHex::CASTLE_CENTRAL_TOWER: // keep creature
  177. posID = EWallVisual::CREATURE_KEEP;
  178. break;
  179. case BattleHex::CASTLE_BOTTOM_TOWER: // bottom creature
  180. posID = EWallVisual::CREATURE_BOTTOM_TOWER;
  181. break;
  182. case BattleHex::CASTLE_UPPER_TOWER: // upper creature
  183. posID = EWallVisual::CREATURE_UPPER_TOWER;
  184. break;
  185. }
  186. if (posID != 0)
  187. {
  188. Point result = owner.pos.topLeft();
  189. result.x += town->town->clientInfo.siegePositions[posID].x;
  190. result.y += town->town->clientInfo.siegePositions[posID].y;
  191. return result;
  192. }
  193. assert(0);
  194. return Point(0,0);
  195. }
  196. void BattleSiegeController::gateStateChanged(const EGateState state)
  197. {
  198. auto oldState = owner.curInt->cb->battleGetGateState();
  199. bool playSound = false;
  200. auto stateId = EWallState::NONE;
  201. switch(state)
  202. {
  203. case EGateState::CLOSED:
  204. if (oldState != EGateState::BLOCKED)
  205. playSound = true;
  206. break;
  207. case EGateState::BLOCKED:
  208. if (oldState != EGateState::CLOSED)
  209. playSound = true;
  210. break;
  211. case EGateState::OPENED:
  212. playSound = true;
  213. stateId = EWallState::DAMAGED;
  214. break;
  215. case EGateState::DESTROYED:
  216. stateId = EWallState::DESTROYED;
  217. break;
  218. }
  219. if (oldState != EGateState::NONE && oldState != EGateState::CLOSED && oldState != EGateState::BLOCKED)
  220. wallPieceImages[EWallVisual::GATE] = nullptr;
  221. if (stateId != EWallState::NONE)
  222. wallPieceImages[EWallVisual::GATE] = IImage::createFromFile(getWallPieceImageName(EWallVisual::GATE, stateId));
  223. if (playSound)
  224. CCS->soundh->playSound(soundBase::DRAWBRG);
  225. }
  226. void BattleSiegeController::showAbsoluteObstacles(Canvas & canvas, const Point & offset)
  227. {
  228. if (getWallPieceExistance(EWallVisual::MOAT))
  229. showWallPiece(canvas, EWallVisual::MOAT, offset);
  230. if (getWallPieceExistance(EWallVisual::MOAT_BANK))
  231. showWallPiece(canvas, EWallVisual::MOAT_BANK, offset);
  232. }
  233. BattleHex BattleSiegeController::getTurretBattleHex(EWallVisual::EWallVisual wallPiece) const
  234. {
  235. switch(wallPiece)
  236. {
  237. case EWallVisual::KEEP_BATTLEMENT: return BattleHex::CASTLE_CENTRAL_TOWER;
  238. case EWallVisual::BOTTOM_BATTLEMENT: return BattleHex::CASTLE_BOTTOM_TOWER;
  239. case EWallVisual::UPPER_BATTLEMENT: return BattleHex::CASTLE_UPPER_TOWER;
  240. }
  241. assert(0);
  242. return BattleHex::INVALID;
  243. }
  244. const CStack * BattleSiegeController::getTurretStack(EWallVisual::EWallVisual wallPiece) const
  245. {
  246. for (auto & stack : owner.curInt->cb->battleGetAllStacks(true))
  247. {
  248. if ( stack->initialPosition == getTurretBattleHex(wallPiece))
  249. return stack;
  250. }
  251. assert(0);
  252. return nullptr;
  253. }
  254. void BattleSiegeController::collectRenderableObjects(BattleRenderer & renderer)
  255. {
  256. for (int i = EWallVisual::WALL_FIRST; i <= EWallVisual::WALL_LAST; ++i)
  257. {
  258. auto wallPiece = EWallVisual::EWallVisual(i);
  259. if ( !getWallPieceExistance(wallPiece))
  260. continue;
  261. if ( getWallPiecePosition(wallPiece) == BattleHex::INVALID)
  262. continue;
  263. if (wallPiece == EWallVisual::KEEP_BATTLEMENT ||
  264. wallPiece == EWallVisual::BOTTOM_BATTLEMENT ||
  265. wallPiece == EWallVisual::UPPER_BATTLEMENT)
  266. {
  267. renderer.insert( EBattleFieldLayer::STACKS, getWallPiecePosition(wallPiece), [this, wallPiece](BattleRenderer::RendererRef canvas){
  268. owner.stacksController->showStack(canvas, getTurretStack(wallPiece));
  269. });
  270. renderer.insert( EBattleFieldLayer::BATTLEMENTS, getWallPiecePosition(wallPiece), [this, wallPiece](BattleRenderer::RendererRef canvas){
  271. showWallPiece(canvas, wallPiece, owner.pos.topLeft());
  272. });
  273. }
  274. renderer.insert( EBattleFieldLayer::WALLS, getWallPiecePosition(wallPiece), [this, wallPiece](BattleRenderer::RendererRef canvas){
  275. showWallPiece(canvas, wallPiece, owner.pos.topLeft());
  276. });
  277. }
  278. }
  279. bool BattleSiegeController::isAttackableByCatapult(BattleHex hex) const
  280. {
  281. if (owner.tacticsMode)
  282. return false;
  283. auto wallPart = owner.curInt->cb->battleHexToWallPart(hex);
  284. if (!owner.curInt->cb->isWallPartPotentiallyAttackable(wallPart))
  285. return false;
  286. auto state = owner.curInt->cb->battleGetWallState(static_cast<int>(wallPart));
  287. return state != EWallState::DESTROYED && state != EWallState::NONE;
  288. }
  289. void BattleSiegeController::stackIsCatapulting(const CatapultAttack & ca)
  290. {
  291. //FIXME: there should be no more ongoing animations. If not - then some other method created animations but did not wait for them to end
  292. assert(owner.getAnimationCondition(EAnimationEvents::ACTION) == false);
  293. owner.waitForAnimationCondition(EAnimationEvents::ACTION, false);
  294. if (ca.attacker != -1)
  295. {
  296. const CStack *stack = owner.curInt->cb->battleGetStackByID(ca.attacker);
  297. for (auto attackInfo : ca.attackedParts)
  298. {
  299. owner.stacksController->addNewAnim(new CCatapultAnimation(owner, stack, attackInfo.destinationTile, nullptr, attackInfo.damageDealt));
  300. }
  301. }
  302. else
  303. {
  304. std::vector<Point> positions;
  305. //no attacker stack, assume spell-related (earthquake) - only hit animation
  306. for (auto attackInfo : ca.attackedParts)
  307. positions.push_back(owner.stacksController->getStackPositionAtHex(attackInfo.destinationTile, nullptr) + Point(99, 120));
  308. owner.stacksController->addNewAnim(new CPointEffectAnimation(owner, soundBase::WALLHIT, "SGEXPL.DEF", positions));
  309. }
  310. owner.waitForAnimationCondition(EAnimationEvents::ACTION, false);
  311. owner.setAnimationCondition(EAnimationEvents::HIT, false);
  312. for (auto attackInfo : ca.attackedParts)
  313. {
  314. int wallId = attackInfo.attackedPart + EWallVisual::DESTRUCTIBLE_FIRST;
  315. //gate state changing handled separately
  316. if (wallId == EWallVisual::GATE)
  317. continue;
  318. auto wallState = EWallState::EWallState(owner.curInt->cb->battleGetWallState(attackInfo.attackedPart));
  319. wallPieceImages[wallId] = IImage::createFromFile(getWallPieceImageName(EWallVisual::EWallVisual(wallId), wallState));
  320. }
  321. }
  322. const CGTownInstance *BattleSiegeController::getSiegedTown() const
  323. {
  324. return town;
  325. }