CBattleSiegeController.cpp 11 KB

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