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- /*
- * BattleSiegeController.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 "BattleSiegeController.h"
- #include "BattleAnimationClasses.h"
- #include "BattleInterface.h"
- #include "BattleInterfaceClasses.h"
- #include "BattleStacksController.h"
- #include "BattleFieldController.h"
- #include "BattleRenderer.h"
- #include "../CMusicHandler.h"
- #include "../CGameInfo.h"
- #include "../CPlayerInterface.h"
- #include "../gui/CGuiHandler.h"
- #include "../render/Canvas.h"
- #include "../render/IImage.h"
- #include "../render/IRenderHandler.h"
- #include "../../CCallback.h"
- #include "../../lib/NetPacks.h"
- #include "../../lib/CStack.h"
- #include "../../lib/mapObjects/CGTownInstance.h"
- ImagePath BattleSiegeController::getWallPieceImageName(EWallVisual::EWallVisual what, EWallState state) const
- {
- auto getImageIndex = [&]() -> int
- {
- bool isTower = (what == EWallVisual::KEEP || what == EWallVisual::BOTTOM_TOWER || what == EWallVisual::UPPER_TOWER);
- switch (state)
- {
- case EWallState::REINFORCED :
- return 1;
- case EWallState::INTACT :
- if (town->hasBuilt(BuildingID::CASTLE))
- return 2; // reinforced walls were damaged
- else
- return 1;
- case EWallState::DAMAGED :
- // towers don't have separate image here - INTACT and DAMAGED is 1, DESTROYED is 2
- if (isTower)
- return 1;
- else
- return 2;
- case EWallState::DESTROYED :
- if (isTower)
- return 2;
- else
- return 3;
- }
- return 1;
- };
- const std::string & prefix = town->town->clientInfo.siegePrefix;
- std::string addit = std::to_string(getImageIndex());
- switch(what)
- {
- case EWallVisual::BACKGROUND_WALL:
- {
- auto faction = town->town->faction->getIndex();
- if (faction == ETownType::RAMPART || faction == ETownType::NECROPOLIS || faction == ETownType::DUNGEON || faction == ETownType::STRONGHOLD)
- return ImagePath::builtinTODO(prefix + "TPW1.BMP");
- else
- return ImagePath::builtinTODO(prefix + "TPWL.BMP");
- }
- case EWallVisual::KEEP:
- return ImagePath::builtinTODO(prefix + "MAN" + addit + ".BMP");
- case EWallVisual::BOTTOM_TOWER:
- return ImagePath::builtinTODO(prefix + "TW1" + addit + ".BMP");
- case EWallVisual::BOTTOM_WALL:
- return ImagePath::builtinTODO(prefix + "WA1" + addit + ".BMP");
- case EWallVisual::WALL_BELLOW_GATE:
- return ImagePath::builtinTODO(prefix + "WA3" + addit + ".BMP");
- case EWallVisual::WALL_OVER_GATE:
- return ImagePath::builtinTODO(prefix + "WA4" + addit + ".BMP");
- case EWallVisual::UPPER_WALL:
- return ImagePath::builtinTODO(prefix + "WA6" + addit + ".BMP");
- case EWallVisual::UPPER_TOWER:
- return ImagePath::builtinTODO(prefix + "TW2" + addit + ".BMP");
- case EWallVisual::GATE:
- return ImagePath::builtinTODO(prefix + "DRW" + addit + ".BMP");
- case EWallVisual::GATE_ARCH:
- return ImagePath::builtinTODO(prefix + "ARCH.BMP");
- case EWallVisual::BOTTOM_STATIC_WALL:
- return ImagePath::builtinTODO(prefix + "WA2.BMP");
- case EWallVisual::UPPER_STATIC_WALL:
- return ImagePath::builtinTODO(prefix + "WA5.BMP");
- case EWallVisual::MOAT:
- return ImagePath::builtinTODO(prefix + "MOAT.BMP");
- case EWallVisual::MOAT_BANK:
- return ImagePath::builtinTODO(prefix + "MLIP.BMP");
- case EWallVisual::KEEP_BATTLEMENT:
- return ImagePath::builtinTODO(prefix + "MANC.BMP");
- case EWallVisual::BOTTOM_BATTLEMENT:
- return ImagePath::builtinTODO(prefix + "TW1C.BMP");
- case EWallVisual::UPPER_BATTLEMENT:
- return ImagePath::builtinTODO(prefix + "TW2C.BMP");
- default:
- return ImagePath();
- }
- }
- void BattleSiegeController::showWallPiece(Canvas & canvas, EWallVisual::EWallVisual what)
- {
- auto & ci = town->town->clientInfo;
- auto const & pos = ci.siegePositions[what];
- if ( wallPieceImages[what] && pos.isValid())
- canvas.draw(wallPieceImages[what], Point(pos.x, pos.y));
- }
- ImagePath BattleSiegeController::getBattleBackgroundName() const
- {
- const std::string & prefix = town->town->clientInfo.siegePrefix;
- return ImagePath::builtinTODO(prefix + "BACK.BMP");
- }
- bool BattleSiegeController::getWallPieceExistance(EWallVisual::EWallVisual what) const
- {
- //FIXME: use this instead of buildings test?
- //ui8 siegeLevel = owner.curInt->cb->battleGetSiegeLevel();
- switch (what)
- {
- case EWallVisual::MOAT: return town->hasBuilt(BuildingID::CITADEL) && town->town->clientInfo.siegePositions.at(EWallVisual::MOAT).isValid();
- case EWallVisual::MOAT_BANK: return town->hasBuilt(BuildingID::CITADEL) && town->town->clientInfo.siegePositions.at(EWallVisual::MOAT_BANK).isValid();
- case EWallVisual::KEEP_BATTLEMENT: return town->hasBuilt(BuildingID::CITADEL) && owner.getBattle()->battleGetWallState(EWallPart::KEEP) != EWallState::DESTROYED;
- case EWallVisual::UPPER_BATTLEMENT: return town->hasBuilt(BuildingID::CASTLE) && owner.getBattle()->battleGetWallState(EWallPart::UPPER_TOWER) != EWallState::DESTROYED;
- case EWallVisual::BOTTOM_BATTLEMENT: return town->hasBuilt(BuildingID::CASTLE) && owner.getBattle()->battleGetWallState(EWallPart::BOTTOM_TOWER) != EWallState::DESTROYED;
- default: return true;
- }
- }
- BattleHex BattleSiegeController::getWallPiecePosition(EWallVisual::EWallVisual what) const
- {
- static const std::array<BattleHex, 18> wallsPositions = {
- BattleHex::INVALID, // BACKGROUND, // handled separately
- BattleHex::HEX_BEFORE_ALL, // BACKGROUND_WALL,
- 135, // KEEP,
- BattleHex::HEX_AFTER_ALL, // BOTTOM_TOWER,
- 182, // BOTTOM_WALL,
- 130, // WALL_BELLOW_GATE,
- 62, // WALL_OVER_GATE,
- 12, // UPPER_WALL,
- BattleHex::HEX_BEFORE_ALL, // UPPER_TOWER,
- BattleHex::HEX_BEFORE_ALL, // GATE, // 94
- 112, // GATE_ARCH,
- 165, // BOTTOM_STATIC_WALL,
- 45, // UPPER_STATIC_WALL,
- BattleHex::INVALID, // MOAT, // printed as absolute obstacle
- BattleHex::INVALID, // MOAT_BANK, // printed as absolute obstacle
- 135, // KEEP_BATTLEMENT,
- BattleHex::HEX_AFTER_ALL, // BOTTOM_BATTLEMENT,
- BattleHex::HEX_BEFORE_ALL, // UPPER_BATTLEMENT,
- };
- return wallsPositions[what];
- }
- BattleSiegeController::BattleSiegeController(BattleInterface & 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] = GH.renderHandler().loadImage(getWallPieceImageName(EWallVisual::EWallVisual(g), EWallState::REINFORCED));
- }
- }
- const CCreature *BattleSiegeController::getTurretCreature() const
- {
- return CGI->creh->objects[town->town->clientInfo.siegeShooter];
- }
- Point BattleSiegeController::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)
- {
- return {
- town->town->clientInfo.siegePositions[posID].x,
- town->town->clientInfo.siegePositions[posID].y
- };
- }
- assert(0);
- return Point(0,0);
- }
- void BattleSiegeController::gateStateChanged(const EGateState state)
- {
- auto oldState = owner.getBattle()->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] = GH.renderHandler().loadImage(getWallPieceImageName(EWallVisual::GATE, stateId));
- if (playSound)
- CCS->soundh->playSound(soundBase::DRAWBRG);
- }
- void BattleSiegeController::showAbsoluteObstacles(Canvas & canvas)
- {
- if (getWallPieceExistance(EWallVisual::MOAT))
- showWallPiece(canvas, EWallVisual::MOAT);
- if (getWallPieceExistance(EWallVisual::MOAT_BANK))
- showWallPiece(canvas, EWallVisual::MOAT_BANK);
- }
- BattleHex BattleSiegeController::getTurretBattleHex(EWallVisual::EWallVisual wallPiece) const
- {
- switch(wallPiece)
- {
- case EWallVisual::KEEP_BATTLEMENT: return BattleHex::CASTLE_CENTRAL_TOWER;
- case EWallVisual::BOTTOM_BATTLEMENT: return BattleHex::CASTLE_BOTTOM_TOWER;
- case EWallVisual::UPPER_BATTLEMENT: return BattleHex::CASTLE_UPPER_TOWER;
- }
- assert(0);
- return BattleHex::INVALID;
- }
- const CStack * BattleSiegeController::getTurretStack(EWallVisual::EWallVisual wallPiece) const
- {
- for (auto & stack : owner.getBattle()->battleGetAllStacks(true))
- {
- if ( stack->initialPosition == getTurretBattleHex(wallPiece))
- return stack;
- }
- assert(0);
- return nullptr;
- }
- void BattleSiegeController::collectRenderableObjects(BattleRenderer & renderer)
- {
- for (int i = EWallVisual::WALL_FIRST; i <= EWallVisual::WALL_LAST; ++i)
- {
- auto wallPiece = EWallVisual::EWallVisual(i);
- if ( !getWallPieceExistance(wallPiece))
- continue;
- if ( getWallPiecePosition(wallPiece) == BattleHex::INVALID)
- continue;
- if (wallPiece == EWallVisual::KEEP_BATTLEMENT ||
- wallPiece == EWallVisual::BOTTOM_BATTLEMENT ||
- wallPiece == EWallVisual::UPPER_BATTLEMENT)
- {
- renderer.insert( EBattleFieldLayer::STACKS, getWallPiecePosition(wallPiece), [this, wallPiece](BattleRenderer::RendererRef canvas){
- owner.stacksController->showStack(canvas, getTurretStack(wallPiece));
- });
- renderer.insert( EBattleFieldLayer::OBSTACLES, getWallPiecePosition(wallPiece), [this, wallPiece](BattleRenderer::RendererRef canvas){
- showWallPiece(canvas, wallPiece);
- });
- }
- renderer.insert( EBattleFieldLayer::WALLS, getWallPiecePosition(wallPiece), [this, wallPiece](BattleRenderer::RendererRef canvas){
- showWallPiece(canvas, wallPiece);
- });
- }
- }
- bool BattleSiegeController::isAttackableByCatapult(BattleHex hex) const
- {
- if (owner.tacticsMode)
- return false;
- auto wallPart = owner.getBattle()->battleHexToWallPart(hex);
- return owner.getBattle()->isWallPartAttackable(wallPart);
- }
- void BattleSiegeController::stackIsCatapulting(const CatapultAttack & ca)
- {
- if (ca.attacker != -1)
- {
- const CStack *stack = owner.getBattle()->battleGetStackByID(ca.attacker);
- for (auto attackInfo : ca.attackedParts)
- {
- owner.stacksController->addNewAnim(new CatapultAnimation(owner, stack, attackInfo.destinationTile, nullptr, attackInfo.damageDealt));
- }
- }
- else
- {
- std::vector<Point> positions;
- //no attacker stack, assume spell-related (earthquake) - only hit animation
- for (auto attackInfo : ca.attackedParts)
- positions.push_back(owner.stacksController->getStackPositionAtHex(attackInfo.destinationTile, nullptr) + Point(99, 120));
- CCS->soundh->playSound( AudioPath::builtin("WALLHIT") );
- owner.stacksController->addNewAnim(new EffectAnimation(owner, AnimationPath::builtin("SGEXPL.DEF"), positions));
- }
- owner.waitForAnimations();
- for (auto attackInfo : ca.attackedParts)
- {
- int wallId = static_cast<int>(attackInfo.attackedPart) + EWallVisual::DESTRUCTIBLE_FIRST;
- //gate state changing handled separately
- if (wallId == EWallVisual::GATE)
- continue;
- auto wallState = EWallState(owner.getBattle()->battleGetWallState(attackInfo.attackedPart));
- wallPieceImages[wallId] = GH.renderHandler().loadImage(getWallPieceImageName(EWallVisual::EWallVisual(wallId), wallState));
- }
- }
- const CGTownInstance *BattleSiegeController::getSiegedTown() const
- {
- return town;
- }
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