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- /*
- * CBattleSiegeController.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 "CBattleSiegeController.h"
- #include "CBattleAnimations.h"
- #include "CBattleInterface.h"
- #include "CBattleInterfaceClasses.h"
- #include "CBattleStacksController.h"
- #include "../CMusicHandler.h"
- #include "../CGameInfo.h"
- #include "../CPlayerInterface.h"
- #include "../gui/CAnimation.h"
- #include "../../CCallback.h"
- #include "../../lib/NetPacks.h"
- #include "../../lib/CStack.h"
- #include "../../lib/mapObjects/CGTownInstance.h"
- std::string CBattleSiegeController::getWallPieceImageName(EWallVisual::EWallVisual what, EWallState::EWallState state) const
- {
- auto getImageIndex = [&]() -> int
- {
- switch (state)
- {
- case EWallState::INTACT :
- return 1;
- case EWallState::DAMAGED :
- // towers don't have separate image here - INTACT and DAMAGED is 1, DESTROYED is 2
- if(what == EWallVisual::KEEP || what == EWallVisual::BOTTOM_TOWER || what == EWallVisual::UPPER_TOWER)
- return 1;
- else
- return 2;
- case EWallState::DESTROYED :
- if (what == EWallVisual::KEEP || what == EWallVisual::BOTTOM_TOWER || what == EWallVisual::UPPER_TOWER)
- return 2;
- else
- return 3;
- }
- return 1;
- };
- const std::string & prefix = town->town->clientInfo.siegePrefix;
- std::string addit = boost::lexical_cast<std::string>(getImageIndex());
- switch(what)
- {
- case EWallVisual::BACKGROUND_WALL:
- {
- switch(town->town->faction->index)
- {
- case ETownType::RAMPART:
- case ETownType::NECROPOLIS:
- case ETownType::DUNGEON:
- case ETownType::STRONGHOLD:
- return prefix + "TPW1.BMP";
- default:
- return prefix + "TPWL.BMP";
- }
- }
- case EWallVisual::KEEP:
- return prefix + "MAN" + addit + ".BMP";
- case EWallVisual::BOTTOM_TOWER:
- return prefix + "TW1" + addit + ".BMP";
- case EWallVisual::BOTTOM_WALL:
- return prefix + "WA1" + addit + ".BMP";
- case EWallVisual::WALL_BELLOW_GATE:
- return prefix + "WA3" + addit + ".BMP";
- case EWallVisual::WALL_OVER_GATE:
- return prefix + "WA4" + addit + ".BMP";
- case EWallVisual::UPPER_WALL:
- return prefix + "WA6" + addit + ".BMP";
- case EWallVisual::UPPER_TOWER:
- return prefix + "TW2" + addit + ".BMP";
- case EWallVisual::GATE:
- return prefix + "DRW" + addit + ".BMP";
- case EWallVisual::GATE_ARCH:
- return prefix + "ARCH.BMP";
- case EWallVisual::BOTTOM_STATIC_WALL:
- return prefix + "WA2.BMP";
- case EWallVisual::UPPER_STATIC_WALL:
- return prefix + "WA5.BMP";
- case EWallVisual::MOAT:
- return prefix + "MOAT.BMP";
- case EWallVisual::BACKGROUND_MOAT:
- return prefix + "MLIP.BMP";
- case EWallVisual::KEEP_BATTLEMENT:
- return prefix + "MANC.BMP";
- case EWallVisual::BOTTOM_BATTLEMENT:
- return prefix + "TW1C.BMP";
- case EWallVisual::UPPER_BATTLEMENT:
- return prefix + "TW2C.BMP";
- default:
- return "";
- }
- }
- void CBattleSiegeController::showWallPiece(SDL_Surface *to, EWallVisual::EWallVisual what)
- {
- auto & ci = town->town->clientInfo;
- auto const & pos = ci.siegePositions[what];
- wallPieceImages[what]->draw(to, pos.x + owner->pos.x, pos.y + owner->pos.y);
- }
- std::string CBattleSiegeController::getBattleBackgroundName() const
- {
- const std::string & prefix = town->town->clientInfo.siegePrefix;
- return prefix + "BACK.BMP";
- }
- bool CBattleSiegeController::getWallPieceExistance(EWallVisual::EWallVisual what) const
- {
- //FIXME: use this instead of buildings test?
- //ui8 siegeLevel = owner->curInt->cb->battleGetSiegeLevel();
- bool isMoat = (what == EWallVisual::BACKGROUND_MOAT || what == EWallVisual::MOAT);
- bool isKeep = what == EWallVisual::KEEP_BATTLEMENT;
- bool isTower = (what == EWallVisual::UPPER_BATTLEMENT || what == EWallVisual::BOTTOM_BATTLEMENT);
- bool hasMoat = town->hasBuilt(BuildingID::CITADEL) && town->town->faction->index != ETownType::TOWER;
- bool hasKeep = town->hasBuilt(BuildingID::CITADEL);
- bool hasTower = town->hasBuilt(BuildingID::CASTLE);
- if ( isMoat ) return hasMoat;
- if ( isKeep ) return hasKeep;
- if ( isTower ) return hasTower;
- return true;
- }
- BattleHex CBattleSiegeController::getWallPiecePosition(EWallVisual::EWallVisual what) const
- {
- static const std::array<BattleHex, 18> wallsPositions = {
- BattleHex::INVALID, // background, handled separately
- BattleHex::HEX_BEFORE_ALL,
- 135,
- BattleHex::HEX_AFTER_ALL,
- 182,
- 130,
- 78,
- 12,
- BattleHex::HEX_BEFORE_ALL,
- 94,
- 112,
- 165,
- 45,
- BattleHex::INVALID, //moat, printed as obstacle // BattleHex::HEX_BEFORE_ALL,
- BattleHex::INVALID, //moat, printed as obstacle
- 135,
- BattleHex::HEX_AFTER_ALL,
- BattleHex::HEX_BEFORE_ALL
- };
- return wallsPositions[what];
- }
- CBattleSiegeController::CBattleSiegeController(CBattleInterface * owner, const CGTownInstance *siegeTown):
- owner(owner),
- town(siegeTown)
- {
- assert(owner->fieldController.get() == nullptr); // must be created after this
- for (int g = 0; g < wallPieceImages.size(); ++g)
- {
- if ( g == EWallVisual::GATE ) // gate is initially closed and has no image to display in this state
- continue;
- if ( !getWallPieceExistance(EWallVisual::EWallVisual(g)) )
- continue;
- wallPieceImages[g] = IImage::createFromFile(getWallPieceImageName(EWallVisual::EWallVisual(g), EWallState::INTACT));
- }
- }
- const CCreature *CBattleSiegeController::getTurretCreature() const
- {
- return CGI->creh->objects[town->town->clientInfo.siegeShooter];
- }
- Point CBattleSiegeController::getTurretCreaturePosition( BattleHex position ) const
- {
- // Turret positions are read out of the config/wall_pos.txt
- int posID = 0;
- switch (position)
- {
- case BattleHex::CASTLE_CENTRAL_TOWER: // keep creature
- posID = EWallVisual::CREATURE_KEEP;
- break;
- case BattleHex::CASTLE_BOTTOM_TOWER: // bottom creature
- posID = EWallVisual::CREATURE_BOTTOM_TOWER;
- break;
- case BattleHex::CASTLE_UPPER_TOWER: // upper creature
- posID = EWallVisual::CREATURE_UPPER_TOWER;
- break;
- }
- if (posID != 0)
- {
- Point result = owner->pos.topLeft();
- result.x += town->town->clientInfo.siegePositions[posID].x;
- result.y += town->town->clientInfo.siegePositions[posID].y;
- return result;
- }
- assert(0);
- return Point(0,0);
- }
- void CBattleSiegeController::gateStateChanged(const EGateState state)
- {
- auto oldState = owner->curInt->cb->battleGetGateState();
- bool playSound = false;
- auto stateId = EWallState::NONE;
- switch(state)
- {
- case EGateState::CLOSED:
- if (oldState != EGateState::BLOCKED)
- playSound = true;
- break;
- case EGateState::BLOCKED:
- if (oldState != EGateState::CLOSED)
- playSound = true;
- break;
- case EGateState::OPENED:
- playSound = true;
- stateId = EWallState::DAMAGED;
- break;
- case EGateState::DESTROYED:
- stateId = EWallState::DESTROYED;
- break;
- }
- if (oldState != EGateState::NONE && oldState != EGateState::CLOSED && oldState != EGateState::BLOCKED)
- wallPieceImages[EWallVisual::GATE] = nullptr;
- if (stateId != EWallState::NONE)
- wallPieceImages[EWallVisual::GATE] = IImage::createFromFile(getWallPieceImageName(EWallVisual::GATE, stateId));
- if (playSound)
- CCS->soundh->playSound(soundBase::DRAWBRG);
- }
- void CBattleSiegeController::showAbsoluteObstacles(SDL_Surface * to)
- {
- auto & info = town->town->clientInfo;
- if (getWallPieceExistance(EWallVisual::MOAT))
- {
- auto const & pos = info.siegePositions[EWallVisual::MOAT];
- wallPieceImages[EWallVisual::MOAT]->draw(to, pos.x + owner->pos.x, pos.y + owner->pos.y);
- }
- if (getWallPieceExistance(EWallVisual::BACKGROUND_MOAT))
- {
- auto const & pos = info.siegePositions[EWallVisual::BACKGROUND_MOAT];
- wallPieceImages[EWallVisual::BACKGROUND_MOAT]->draw(to, pos.x + owner->pos.x, pos.y + owner->pos.y);
- }
- }
- void CBattleSiegeController::showBattlefieldObjects(SDL_Surface *to, const BattleHex & location )
- {
- for (int i = EWallVisual::WALL_FIRST; i <= EWallVisual::WALL_LAST; ++i)
- {
- auto wallPiece = EWallVisual::EWallVisual(i);
- if ( !getWallPieceExistance(wallPiece))
- continue;
- if ( getWallPiecePosition(wallPiece) != location)
- continue;
- if (wallPiece != EWallVisual::KEEP_BATTLEMENT &&
- wallPiece != EWallVisual::BOTTOM_BATTLEMENT &&
- wallPiece != EWallVisual::UPPER_BATTLEMENT)
- {
- showWallPiece(to, wallPiece);
- continue;
- }
- // tower. check if tower is alive - stack is found
- BattleHex stackPos;
- switch(wallPiece)
- {
- case EWallVisual::KEEP_BATTLEMENT:
- stackPos = BattleHex::CASTLE_CENTRAL_TOWER;
- break;
- case EWallVisual::BOTTOM_BATTLEMENT:
- stackPos = BattleHex::CASTLE_BOTTOM_TOWER;
- break;
- case EWallVisual::UPPER_BATTLEMENT:
- stackPos = BattleHex::CASTLE_UPPER_TOWER;
- break;
- }
- const CStack *turret = nullptr;
- for (auto & stack : owner->curInt->cb->battleGetAllStacks(true))
- {
- if(stack->initialPosition == stackPos)
- {
- turret = stack;
- break;
- }
- }
- if (turret)
- {
- owner->stacksController->showStack(to, turret);
- showWallPiece(to, wallPiece);
- }
- }
- }
- bool CBattleSiegeController::isAttackableByCatapult(BattleHex hex) const
- {
- if (owner->tacticsMode)
- return false;
- auto wallPart = owner->curInt->cb->battleHexToWallPart(hex);
- if (!owner->curInt->cb->isWallPartPotentiallyAttackable(wallPart))
- return false;
- auto state = owner->curInt->cb->battleGetWallState(static_cast<int>(wallPart));
- return state != EWallState::DESTROYED && state != EWallState::NONE;
- }
- void CBattleSiegeController::stackIsCatapulting(const CatapultAttack & ca)
- {
- if (ca.attacker != -1)
- {
- const CStack *stack = owner->curInt->cb->battleGetStackByID(ca.attacker);
- for (auto attackInfo : ca.attackedParts)
- {
- owner->stacksController->addNewAnim(new CShootingAnimation(owner, stack, attackInfo.destinationTile, nullptr, true, attackInfo.damageDealt));
- }
- }
- else
- {
- //no attacker stack, assume spell-related (earthquake) - only hit animation
- for (auto attackInfo : ca.attackedParts)
- {
- Point destPos = CClickableHex::getXYUnitAnim(attackInfo.destinationTile, nullptr, owner) + Point(99, 120);
- owner->stacksController->addNewAnim(new CEffectAnimation(owner, "SGEXPL.DEF", destPos.x, destPos.y));
- }
- }
- owner->waitForAnims();
- for (auto attackInfo : ca.attackedParts)
- {
- int wallId = attackInfo.attackedPart + EWallVisual::DESTRUCTIBLE_FIRST;
- //gate state changing handled separately
- if (wallId == EWallVisual::GATE)
- continue;
- auto wallState = EWallState::EWallState(owner->curInt->cb->battleGetWallState(attackInfo.attackedPart));
- wallPieceImages[wallId] = IImage::createFromFile(getWallPieceImageName(EWallVisual::EWallVisual(wallId), wallState));
- }
- }
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