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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 "../CMusicHandler.h"
- #include "../../lib/NetPacks.h"
- #include "../CGameInfo.h"
- #include "../../CCallback.h"
- #include "../CBitmapHandler.h"
- #include "../CPlayerInterface.h"
- #include "../../lib/CStack.h"
- #include "../../lib/mapObjects/CGTownInstance.h"
- #include "CBattleInterface.h"
- #include "CBattleAnimations.h"
- #include "CBattleInterfaceClasses.h"
- #include "CBattleStacksController.h"
- CBattleSiegeController::~CBattleSiegeController()
- {
- auto gateState = owner->curInt->cb->battleGetGateState();
- for (int g = 0; g < ARRAY_COUNT(walls); ++g)
- {
- if (g != EWallVisual::GATE || (gateState != EGateState::NONE && gateState != EGateState::CLOSED && gateState != EGateState::BLOCKED))
- SDL_FreeSurface(walls[g]);
- }
- SDL_FreeSurface(moatSurface);
- SDL_FreeSurface(mlipSurface);
- }
- std::string CBattleSiegeController::getSiegeName(ui16 what) const
- {
- return getSiegeName(what, EWallState::INTACT);
- }
- std::string CBattleSiegeController::getSiegeName(ui16 what, int state) const
- {
- auto getImageIndex = [&]() -> int
- {
- switch (state)
- {
- case EWallState::INTACT : return 1;
- case EWallState::DAMAGED :
- if(what == 2 || what == 3 || what == 8) // towers don't have separate image here - INTACT and DAMAGED is 1, DESTROYED is 2
- return 1;
- else
- return 2;
- case EWallState::DESTROYED :
- if (what == 2 || what == 3 || what == 8)
- 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:
- return prefix + "BACK.BMP";
- 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::printPartOfWall(SDL_Surface *to, int what)
- {
- Point pos = Point(-1, -1);
- auto & ci = town->town->clientInfo;
- if (vstd::iswithin(what, 1, 17))
- {
- pos.x = ci.siegePositions[what].x + owner->pos.x;
- pos.y = ci.siegePositions[what].y + owner->pos.y;
- }
- if (town->town->faction->index == ETownType::TOWER
- && (what == EWallVisual::MOAT || what == EWallVisual::BACKGROUND_MOAT))
- return; // no moat in Tower. TODO: remove hardcode somehow?
- if (pos.x != -1)
- {
- //gate have no displayed bitmap when drawbridge is raised
- if (what == EWallVisual::GATE)
- {
- auto gateState = owner->curInt->cb->battleGetGateState();
- if (gateState != EGateState::OPENED && gateState != EGateState::DESTROYED)
- return;
- }
- blitAt(walls[what], pos.x, pos.y, to);
- }
- }
- std::string CBattleSiegeController::getBattleBackgroundName()
- {
- return getSiegeName(0);
- }
- CBattleSiegeController::CBattleSiegeController(CBattleInterface * owner, const CGTownInstance *siegeTown):
- owner(owner),
- town(siegeTown)
- {
- assert(owner->fieldController.get() == nullptr); // must be created after this
- moatSurface = BitmapHandler::loadBitmap( getSiegeName(13) );
- mlipSurface = BitmapHandler::loadBitmap( getSiegeName(14) );
- for (int g = 0; g < ARRAY_COUNT(walls); ++g)
- {
- if (g != EWallVisual::GATE)
- walls[g] = BitmapHandler::loadBitmap(getSiegeName(g));
- }
- }
- const CCreature *CBattleSiegeController::turretCreature()
- {
- return CGI->creh->objects[town->town->clientInfo.siegeShooter];
- }
- Point CBattleSiegeController::turretCreaturePosition( BattleHex position )
- {
- // Turret positions are read out of the config/wall_pos.txt
- int posID = 0;
- switch (position)
- {
- case BattleHex::CASTLE_CENTRAL_TOWER: // keep creature
- posID = 18;
- break;
- case BattleHex::CASTLE_BOTTOM_TOWER: // bottom creature
- posID = 19;
- break;
- case BattleHex::CASTLE_UPPER_TOWER: // upper creature
- posID = 20;
- 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;
- int 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)
- SDL_FreeSurface(walls[EWallVisual::GATE]);
- if (stateId != EWallState::NONE)
- walls[EWallVisual::GATE] = BitmapHandler::loadBitmap(getSiegeName(EWallVisual::GATE, stateId));
- if (playSound)
- CCS->soundh->playSound(soundBase::DRAWBRG);
- }
- void CBattleSiegeController::showAbsoluteObstacles(SDL_Surface * to)
- {
- ui8 siegeLevel = owner->curInt->cb->battleGetSiegeLevel();
- if (siegeLevel >= 2) //citadel or castle
- {
- //print moat/mlip
- auto & info = town->town->clientInfo;
- Point moatPos(info.siegePositions[13].x, info.siegePositions[13].y);
- Point mlipPos(info.siegePositions[14].x, info.siegePositions[14].y);
- if (moatSurface) //eg. tower has no moat
- blitAt(moatSurface, moatPos.x + owner->pos.x, moatPos.y + owner->pos.y, to);
- if (mlipSurface) //eg. tower has no mlip
- blitAt(mlipSurface, mlipPos.x + owner->pos.x, mlipPos.y + owner->pos.y, to);
- printPartOfWall(to, EWallVisual::BACKGROUND_MOAT);
- }
- }
- void CBattleSiegeController::sortObjectsByHex(BattleObjectsByHex & sorted)
- {
- sorted.beforeAll.walls.push_back(EWallVisual::BACKGROUND_WALL);
- sorted.hex[135].walls.push_back(EWallVisual::KEEP);
- sorted.afterAll.walls.push_back(EWallVisual::BOTTOM_TOWER);
- sorted.hex[182].walls.push_back(EWallVisual::BOTTOM_WALL);
- sorted.hex[130].walls.push_back(EWallVisual::WALL_BELLOW_GATE);
- sorted.hex[78].walls.push_back(EWallVisual::WALL_OVER_GATE);
- sorted.hex[12].walls.push_back(EWallVisual::UPPER_WALL);
- sorted.beforeAll.walls.push_back(EWallVisual::UPPER_TOWER);
- sorted.hex[94].walls.push_back(EWallVisual::GATE);
- sorted.hex[112].walls.push_back(EWallVisual::GATE_ARCH);
- sorted.hex[165].walls.push_back(EWallVisual::BOTTOM_STATIC_WALL);
- sorted.hex[45].walls.push_back(EWallVisual::UPPER_STATIC_WALL);
- if (town->hasBuilt(BuildingID::CITADEL))
- {
- sorted.beforeAll.walls.push_back(EWallVisual::MOAT);
- //sorted.beforeAll.walls.push_back(EWallVisual::BACKGROUND_MOAT); // blit as absolute obstacle
- sorted.hex[135].walls.push_back(EWallVisual::KEEP_BATTLEMENT);
- }
- if (town->hasBuilt(BuildingID::CASTLE))
- {
- sorted.afterAll.walls.push_back(EWallVisual::BOTTOM_BATTLEMENT);
- sorted.beforeAll.walls.push_back(EWallVisual::UPPER_BATTLEMENT);
- }
- }
- void CBattleSiegeController::showPiecesOfWall(SDL_Surface *to, std::vector<int> pieces)
- {
- for (auto piece : pieces)
- {
- if (piece < 15) // not a tower - just print
- printPartOfWall(to, piece);
- else // tower. find if tower is built and not destroyed - stack is present
- {
- // PieceID StackID
- // 15 = keep, -2
- // 16 = lower, -3
- // 17 = upper, -4
- // tower. check if tower is alive - stack is found
- int stackPos = 13 - piece;
- const CStack *turret = nullptr;
- for (auto & stack : owner->curInt->cb->battleGetAllStacks(true))
- {
- if(stack->initialPosition == stackPos)
- {
- turret = stack;
- break;
- }
- }
- if (turret)
- {
- std::vector<const CStack *> stackList(1, turret);
- owner->stacksController->showStacks(to, stackList);
- printPartOfWall(to, piece);
- }
- }
- }
- }
- bool CBattleSiegeController::isCatapultAttackable(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 + 2;
- //gate state changing handled separately
- if (wallId == EWallVisual::GATE)
- continue;
- SDL_FreeSurface(walls[wallId]);
- walls[wallId] = BitmapHandler::loadBitmap(
- getSiegeName(wallId, owner->curInt->cb->battleGetWallState(attackInfo.attackedPart)));
- }
- }
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