BattleFieldController.cpp 30 KB

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  1. /*
  2. * BattleFieldController.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 "BattleFieldController.h"
  12. #include "BattleInterface.h"
  13. #include "BattleActionsController.h"
  14. #include "BattleInterfaceClasses.h"
  15. #include "BattleEffectsController.h"
  16. #include "BattleSiegeController.h"
  17. #include "BattleStacksController.h"
  18. #include "BattleObstacleController.h"
  19. #include "BattleProjectileController.h"
  20. #include "BattleRenderer.h"
  21. #include "../CGameInfo.h"
  22. #include "../CPlayerInterface.h"
  23. #include "../render/CAnimation.h"
  24. #include "../render/Canvas.h"
  25. #include "../render/IImage.h"
  26. #include "../renderSDL/SDL_Extensions.h"
  27. #include "../gui/CGuiHandler.h"
  28. #include "../gui/CursorHandler.h"
  29. #include "../adventureMap/CInGameConsole.h"
  30. #include "../client/render/CAnimation.h"
  31. #include "../../CCallback.h"
  32. #include "../../lib/BattleFieldHandler.h"
  33. #include "../../lib/CConfigHandler.h"
  34. #include "../../lib/CStack.h"
  35. #include "../../lib/spells/ISpellMechanics.h"
  36. namespace HexMasks
  37. {
  38. // mask definitions that has set to 1 the edges present in the hex edges highlight image
  39. /*
  40. /\
  41. 0 1
  42. / \
  43. | |
  44. 5 2
  45. | |
  46. \ /
  47. 4 3
  48. \/
  49. */
  50. enum HexEdgeMasks {
  51. empty = 0b000000, // empty used when wanting to keep indexes the same but no highlight should be displayed
  52. topLeft = 0b000001,
  53. topRight = 0b000010,
  54. right = 0b000100,
  55. bottomRight = 0b001000,
  56. bottomLeft = 0b010000,
  57. left = 0b100000,
  58. top = 0b000011,
  59. bottom = 0b011000,
  60. topRightHalfCorner = 0b000110,
  61. bottomRightHalfCorner = 0b001100,
  62. bottomLeftHalfCorner = 0b110000,
  63. topLeftHalfCorner = 0b100001,
  64. rightTopAndBottom = 0b001010, // special case, right half can be drawn instead of only top and bottom
  65. leftTopAndBottom = 0b010001, // special case, left half can be drawn instead of only top and bottom
  66. rightHalf = 0b001110,
  67. leftHalf = 0b110001,
  68. topRightCorner = 0b000111,
  69. bottomRightCorner = 0b011100,
  70. bottomLeftCorner = 0b111000,
  71. topLeftCorner = 0b100011
  72. };
  73. }
  74. std::map<int, int> hexEdgeMaskToFrameIndex;
  75. // Maps HexEdgesMask to "Frame" indexes for range highligt images
  76. void initializeHexEdgeMaskToFrameIndex()
  77. {
  78. hexEdgeMaskToFrameIndex[HexMasks::empty] = 0;
  79. hexEdgeMaskToFrameIndex[HexMasks::topLeft] = 1;
  80. hexEdgeMaskToFrameIndex[HexMasks::topRight] = 2;
  81. hexEdgeMaskToFrameIndex[HexMasks::right] = 3;
  82. hexEdgeMaskToFrameIndex[HexMasks::bottomRight] = 4;
  83. hexEdgeMaskToFrameIndex[HexMasks::bottomLeft] = 5;
  84. hexEdgeMaskToFrameIndex[HexMasks::left] = 6;
  85. hexEdgeMaskToFrameIndex[HexMasks::top] = 7;
  86. hexEdgeMaskToFrameIndex[HexMasks::bottom] = 8;
  87. hexEdgeMaskToFrameIndex[HexMasks::topRightHalfCorner] = 9;
  88. hexEdgeMaskToFrameIndex[HexMasks::bottomRightHalfCorner] = 10;
  89. hexEdgeMaskToFrameIndex[HexMasks::bottomLeftHalfCorner] = 11;
  90. hexEdgeMaskToFrameIndex[HexMasks::topLeftHalfCorner] = 12;
  91. hexEdgeMaskToFrameIndex[HexMasks::rightTopAndBottom] = 13;
  92. hexEdgeMaskToFrameIndex[HexMasks::leftTopAndBottom] = 14;
  93. hexEdgeMaskToFrameIndex[HexMasks::rightHalf] = 13;
  94. hexEdgeMaskToFrameIndex[HexMasks::leftHalf] = 14;
  95. hexEdgeMaskToFrameIndex[HexMasks::topRightCorner] = 15;
  96. hexEdgeMaskToFrameIndex[HexMasks::bottomRightCorner] = 16;
  97. hexEdgeMaskToFrameIndex[HexMasks::bottomLeftCorner] = 17;
  98. hexEdgeMaskToFrameIndex[HexMasks::topLeftCorner] = 18;
  99. }
  100. BattleFieldController::BattleFieldController(BattleInterface & owner):
  101. owner(owner)
  102. {
  103. OBJ_CONSTRUCTION_CAPTURING_ALL_NO_DISPOSE;
  104. //preparing cells and hexes
  105. cellBorder = IImage::createFromFile("CCELLGRD.BMP", EImageBlitMode::COLORKEY);
  106. cellShade = IImage::createFromFile("CCELLSHD.BMP");
  107. cellUnitMovementHighlight = IImage::createFromFile("UnitMovementHighlight.PNG", EImageBlitMode::COLORKEY);
  108. cellUnitMaxMovementHighlight = IImage::createFromFile("UnitMaxMovementHighlight.PNG", EImageBlitMode::COLORKEY);
  109. attackCursors = std::make_shared<CAnimation>("CRCOMBAT");
  110. attackCursors->preload();
  111. initializeHexEdgeMaskToFrameIndex();
  112. rangedFullDamageLimitImages = std::make_shared<CAnimation>("battle/rangeHighlights/rangeHighlightsGreen.json");
  113. rangedFullDamageLimitImages->preload();
  114. shootingRangeLimitImages = std::make_shared<CAnimation>("battle/rangeHighlights/rangeHighlightsRed.json");
  115. shootingRangeLimitImages->preload();
  116. flipRangeLimitImagesIntoPositions(rangedFullDamageLimitImages);
  117. flipRangeLimitImagesIntoPositions(shootingRangeLimitImages);
  118. if(!owner.siegeController)
  119. {
  120. auto bfieldType = owner.curInt->cb->battleGetBattlefieldType();
  121. if(bfieldType == BattleField::NONE)
  122. logGlobal->error("Invalid battlefield returned for current battle");
  123. else
  124. background = IImage::createFromFile(bfieldType.getInfo()->graphics, EImageBlitMode::OPAQUE);
  125. }
  126. else
  127. {
  128. std::string backgroundName = owner.siegeController->getBattleBackgroundName();
  129. background = IImage::createFromFile(backgroundName, EImageBlitMode::OPAQUE);
  130. }
  131. pos.w = background->width();
  132. pos.h = background->height();
  133. backgroundWithHexes = std::make_unique<Canvas>(Point(background->width(), background->height()));
  134. updateAccessibleHexes();
  135. addUsedEvents(LCLICK | SHOW_POPUP | MOVE | TIME | GESTURE);
  136. }
  137. void BattleFieldController::activate()
  138. {
  139. LOCPLINT->cingconsole->pos = this->pos;
  140. CIntObject::activate();
  141. }
  142. void BattleFieldController::createHeroes()
  143. {
  144. OBJ_CONSTRUCTION_CAPTURING_ALL_NO_DISPOSE;
  145. // create heroes as part of our constructor for correct positioning inside battlefield
  146. if(owner.attackingHeroInstance)
  147. owner.attackingHero = std::make_shared<BattleHero>(owner, owner.attackingHeroInstance, false);
  148. if(owner.defendingHeroInstance)
  149. owner.defendingHero = std::make_shared<BattleHero>(owner, owner.defendingHeroInstance, true);
  150. }
  151. void BattleFieldController::gesture(bool on, const Point & initialPosition, const Point & finalPosition)
  152. {
  153. if (!on && pos.isInside(finalPosition))
  154. clickPressed(finalPosition);
  155. }
  156. void BattleFieldController::gesturePanning(const Point & initialPosition, const Point & currentPosition, const Point & lastUpdateDistance)
  157. {
  158. Point distance = currentPosition - initialPosition;
  159. if (distance.length() < settings["battle"]["swipeAttackDistance"].Float())
  160. hoveredHex = getHexAtPosition(initialPosition);
  161. else
  162. hoveredHex = BattleHex::INVALID;
  163. currentAttackOriginPoint = currentPosition;
  164. if (pos.isInside(initialPosition))
  165. owner.actionsController->onHexHovered(getHoveredHex());
  166. }
  167. void BattleFieldController::mouseMoved(const Point & cursorPosition, const Point & lastUpdateDistance)
  168. {
  169. hoveredHex = getHexAtPosition(cursorPosition);
  170. currentAttackOriginPoint = cursorPosition;
  171. if (pos.isInside(cursorPosition))
  172. owner.actionsController->onHexHovered(getHoveredHex());
  173. else
  174. owner.actionsController->onHoverEnded();
  175. }
  176. void BattleFieldController::clickPressed(const Point & cursorPosition)
  177. {
  178. BattleHex selectedHex = getHoveredHex();
  179. if (selectedHex != BattleHex::INVALID)
  180. owner.actionsController->onHexLeftClicked(selectedHex);
  181. }
  182. void BattleFieldController::showPopupWindow(const Point & cursorPosition)
  183. {
  184. BattleHex selectedHex = getHoveredHex();
  185. if (selectedHex != BattleHex::INVALID)
  186. owner.actionsController->onHexRightClicked(selectedHex);
  187. }
  188. void BattleFieldController::renderBattlefield(Canvas & canvas)
  189. {
  190. Canvas clippedCanvas(canvas, pos);
  191. showBackground(clippedCanvas);
  192. BattleRenderer renderer(owner);
  193. renderer.execute(clippedCanvas);
  194. owner.projectilesController->render(clippedCanvas);
  195. }
  196. void BattleFieldController::showBackground(Canvas & canvas)
  197. {
  198. if (owner.stacksController->getActiveStack() != nullptr )
  199. showBackgroundImageWithHexes(canvas);
  200. else
  201. showBackgroundImage(canvas);
  202. showHighlightedHexes(canvas);
  203. }
  204. void BattleFieldController::showBackgroundImage(Canvas & canvas)
  205. {
  206. canvas.draw(background, Point(0, 0));
  207. owner.obstacleController->showAbsoluteObstacles(canvas);
  208. if ( owner.siegeController )
  209. owner.siegeController->showAbsoluteObstacles(canvas);
  210. if (settings["battle"]["cellBorders"].Bool())
  211. {
  212. for (int i=0; i<GameConstants::BFIELD_SIZE; ++i)
  213. {
  214. if ( i % GameConstants::BFIELD_WIDTH == 0)
  215. continue;
  216. if ( i % GameConstants::BFIELD_WIDTH == GameConstants::BFIELD_WIDTH - 1)
  217. continue;
  218. canvas.draw(cellBorder, hexPositionLocal(i).topLeft());
  219. }
  220. }
  221. }
  222. void BattleFieldController::showBackgroundImageWithHexes(Canvas & canvas)
  223. {
  224. canvas.draw(*backgroundWithHexes, Point(0, 0));
  225. }
  226. void BattleFieldController::redrawBackgroundWithHexes()
  227. {
  228. const CStack *activeStack = owner.stacksController->getActiveStack();
  229. std::vector<BattleHex> attackableHexes;
  230. if(activeStack)
  231. occupiableHexes = owner.curInt->cb->battleGetAvailableHexes(activeStack, false, true, &attackableHexes);
  232. // prepare background graphic with hexes and shaded hexes
  233. backgroundWithHexes->draw(background, Point(0,0));
  234. owner.obstacleController->showAbsoluteObstacles(*backgroundWithHexes);
  235. if(owner.siegeController)
  236. owner.siegeController->showAbsoluteObstacles(*backgroundWithHexes);
  237. // show shaded hexes for active's stack valid movement and the hexes that it can attack
  238. if(settings["battle"]["stackRange"].Bool())
  239. {
  240. std::vector<BattleHex> hexesToShade = occupiableHexes;
  241. hexesToShade.insert(hexesToShade.end(), attackableHexes.begin(), attackableHexes.end());
  242. for(BattleHex hex : hexesToShade)
  243. {
  244. showHighlightedHex(*backgroundWithHexes, cellShade, hex, false);
  245. }
  246. }
  247. // draw cell borders
  248. if(settings["battle"]["cellBorders"].Bool())
  249. {
  250. for(int i=0; i<GameConstants::BFIELD_SIZE; ++i)
  251. {
  252. if(i % GameConstants::BFIELD_WIDTH == 0)
  253. continue;
  254. if(i % GameConstants::BFIELD_WIDTH == GameConstants::BFIELD_WIDTH - 1)
  255. continue;
  256. backgroundWithHexes->draw(cellBorder, hexPositionLocal(i).topLeft());
  257. }
  258. }
  259. }
  260. void BattleFieldController::showHighlightedHex(Canvas & canvas, std::shared_ptr<IImage> highlight, BattleHex hex, bool darkBorder)
  261. {
  262. Point hexPos = hexPositionLocal(hex).topLeft();
  263. canvas.draw(highlight, hexPos);
  264. if(!darkBorder && settings["battle"]["cellBorders"].Bool())
  265. canvas.draw(cellBorder, hexPos);
  266. }
  267. std::set<BattleHex> BattleFieldController::getHighlightedHexesForActiveStack()
  268. {
  269. std::set<BattleHex> result;
  270. if(!owner.stacksController->getActiveStack())
  271. return result;
  272. if(!settings["battle"]["stackRange"].Bool())
  273. return result;
  274. auto hoveredHex = getHoveredHex();
  275. std::set<BattleHex> set = owner.curInt->cb->battleGetAttackedHexes(owner.stacksController->getActiveStack(), hoveredHex);
  276. for(BattleHex hex : set)
  277. result.insert(hex);
  278. return result;
  279. }
  280. std::set<BattleHex> BattleFieldController::getMovementRangeForHoveredStack()
  281. {
  282. std::set<BattleHex> result;
  283. if (!owner.stacksController->getActiveStack())
  284. return result;
  285. if (!settings["battle"]["movementHighlightOnHover"].Bool() && !GH.isKeyboardShiftDown())
  286. return result;
  287. auto hoveredHex = getHoveredHex();
  288. // add possible movement hexes for stack under mouse
  289. const CStack * const hoveredStack = owner.curInt->cb->battleGetStackByPos(hoveredHex, true);
  290. if(hoveredStack)
  291. {
  292. std::vector<BattleHex> v = owner.curInt->cb->battleGetAvailableHexes(hoveredStack, true, true, nullptr);
  293. for(BattleHex hex : v)
  294. result.insert(hex);
  295. }
  296. return result;
  297. }
  298. std::set<BattleHex> BattleFieldController::getHighlightedHexesForSpellRange()
  299. {
  300. std::set<BattleHex> result;
  301. auto hoveredHex = getHoveredHex();
  302. if(!settings["battle"]["mouseShadow"].Bool())
  303. return result;
  304. const spells::Caster *caster = nullptr;
  305. const CSpell *spell = nullptr;
  306. spells::Mode mode = owner.actionsController->getCurrentCastMode();
  307. spell = owner.actionsController->getCurrentSpell(hoveredHex);
  308. caster = owner.actionsController->getCurrentSpellcaster();
  309. if(caster && spell) //when casting spell
  310. {
  311. // printing shaded hex(es)
  312. spells::BattleCast event(owner.curInt->cb.get(), caster, mode, spell);
  313. auto shadedHexes = spell->battleMechanics(&event)->rangeInHexes(hoveredHex);
  314. for(BattleHex shadedHex : shadedHexes)
  315. {
  316. if((shadedHex.getX() != 0) && (shadedHex.getX() != GameConstants::BFIELD_WIDTH - 1))
  317. result.insert(shadedHex);
  318. }
  319. }
  320. return result;
  321. }
  322. std::set<BattleHex> BattleFieldController::getHighlightedHexesForMovementTarget()
  323. {
  324. const CStack * stack = owner.stacksController->getActiveStack();
  325. auto hoveredHex = getHoveredHex();
  326. if(!stack)
  327. return {};
  328. std::vector<BattleHex> availableHexes = owner.curInt->cb->battleGetAvailableHexes(stack, false, false, nullptr);
  329. auto hoveredStack = owner.curInt->cb->battleGetStackByPos(hoveredHex, true);
  330. if(owner.curInt->cb->battleCanAttack(stack, hoveredStack, hoveredHex))
  331. {
  332. if(isTileAttackable(hoveredHex))
  333. {
  334. BattleHex attackFromHex = fromWhichHexAttack(hoveredHex);
  335. if(stack->doubleWide())
  336. return {attackFromHex, stack->occupiedHex(attackFromHex)};
  337. else
  338. return {attackFromHex};
  339. }
  340. }
  341. if(vstd::contains(availableHexes, hoveredHex))
  342. {
  343. if(stack->doubleWide())
  344. return {hoveredHex, stack->occupiedHex(hoveredHex)};
  345. else
  346. return {hoveredHex};
  347. }
  348. if(stack->doubleWide())
  349. {
  350. for(auto const & hex : availableHexes)
  351. {
  352. if(stack->occupiedHex(hex) == hoveredHex)
  353. return {hoveredHex, hex};
  354. }
  355. }
  356. return {};
  357. }
  358. // Range limit highlight helpers
  359. std::vector<BattleHex> BattleFieldController::getRangeHexes(BattleHex sourceHex, uint8_t distance)
  360. {
  361. std::vector<BattleHex> rangeHexes;
  362. if (!settings["battle"]["rangeLimitHighlightOnHover"].Bool() && !GH.isKeyboardShiftDown())
  363. return rangeHexes;
  364. // get only battlefield hexes that are within the given distance
  365. for(auto i = 0; i < GameConstants::BFIELD_SIZE; i++)
  366. {
  367. BattleHex hex(i);
  368. if(hex.isAvailable() && BattleHex::getDistance(sourceHex, hex) <= distance)
  369. rangeHexes.push_back(hex);
  370. }
  371. return rangeHexes;
  372. }
  373. std::vector<BattleHex> BattleFieldController::getRangeLimitHexes(BattleHex hoveredHex, std::vector<BattleHex> rangeHexes, uint8_t distanceToLimit)
  374. {
  375. std::vector<BattleHex> rangeLimitHexes;
  376. // from range hexes get only the ones at the limit
  377. for(auto & hex : rangeHexes)
  378. {
  379. if(BattleHex::getDistance(hoveredHex, hex) == distanceToLimit)
  380. rangeLimitHexes.push_back(hex);
  381. }
  382. return rangeLimitHexes;
  383. }
  384. bool BattleFieldController::IsHexInRangeLimit(BattleHex hex, std::vector<BattleHex> & rangeLimitHexes, int * hexIndexInRangeLimit)
  385. {
  386. bool hexInRangeLimit = false;
  387. if(!rangeLimitHexes.empty())
  388. {
  389. auto pos = std::find(rangeLimitHexes.begin(), rangeLimitHexes.end(), hex);
  390. *hexIndexInRangeLimit = std::distance(rangeLimitHexes.begin(), pos);
  391. hexInRangeLimit = pos != rangeLimitHexes.end();
  392. }
  393. return hexInRangeLimit;
  394. }
  395. std::vector<std::vector<BattleHex::EDir>> BattleFieldController::getOutsideNeighbourDirectionsForLimitHexes(std::vector<BattleHex> wholeRangeHexes, std::vector<BattleHex> rangeLimitHexes)
  396. {
  397. std::vector<std::vector<BattleHex::EDir>> output;
  398. if(wholeRangeHexes.empty())
  399. return output;
  400. for(auto & hex : rangeLimitHexes)
  401. {
  402. // get all neighbours and their directions
  403. auto neighbouringTiles = hex.allNeighbouringTiles();
  404. std::vector<BattleHex::EDir> outsideNeighbourDirections;
  405. // for each neighbour add to output only the valid ones and only that are not found in range Hexes
  406. for(auto direction = 0; direction < 6; direction++)
  407. {
  408. if(!neighbouringTiles[direction].isAvailable())
  409. continue;
  410. auto it = std::find(wholeRangeHexes.begin(), wholeRangeHexes.end(), neighbouringTiles[direction]);
  411. if(it == wholeRangeHexes.end())
  412. outsideNeighbourDirections.push_back(BattleHex::EDir(direction)); // push direction
  413. }
  414. output.push_back(outsideNeighbourDirections);
  415. }
  416. return output;
  417. }
  418. std::vector<std::shared_ptr<IImage>> BattleFieldController::calculateRangeLimitHighlightImages(std::vector<std::vector<BattleHex::EDir>> hexesNeighbourDirections, std::shared_ptr<CAnimation> limitImages)
  419. {
  420. std::vector<std::shared_ptr<IImage>> output; // if no image is to be shown an empty image is still added to help with traverssing the range
  421. if(hexesNeighbourDirections.empty())
  422. return output;
  423. for(auto & directions : hexesNeighbourDirections)
  424. {
  425. std::bitset<6> mask;
  426. // convert directions to mask
  427. for(auto direction : directions)
  428. mask.set(direction);
  429. uint8_t imageKey = static_cast<uint8_t>(mask.to_ulong());
  430. output.push_back(limitImages->getImage(hexEdgeMaskToFrameIndex[imageKey]));
  431. }
  432. return output;
  433. }
  434. void BattleFieldController::calculateRangeLimitAndHighlightImages(uint8_t distance, std::shared_ptr<CAnimation> rangeLimitImages, std::vector<BattleHex> & rangeLimitHexes, std::vector<std::shared_ptr<IImage>> & rangeLimitHexesHighligts)
  435. {
  436. std::vector<BattleHex> rangeHexes = getRangeHexes(hoveredHex, distance);
  437. rangeLimitHexes = getRangeLimitHexes(hoveredHex, rangeHexes, distance);
  438. std::vector<std::vector<BattleHex::EDir>> rangeLimitNeighbourDirections = getOutsideNeighbourDirectionsForLimitHexes(rangeHexes, rangeLimitHexes);
  439. rangeLimitHexesHighligts = calculateRangeLimitHighlightImages(rangeLimitNeighbourDirections, rangeLimitImages);
  440. }
  441. void BattleFieldController::flipRangeLimitImagesIntoPositions(std::shared_ptr<CAnimation> images)
  442. {
  443. images->getImage(hexEdgeMaskToFrameIndex[HexMasks::topRight])->verticalFlip();
  444. images->getImage(hexEdgeMaskToFrameIndex[HexMasks::right])->verticalFlip();
  445. images->getImage(hexEdgeMaskToFrameIndex[HexMasks::bottomRight])->doubleFlip();
  446. images->getImage(hexEdgeMaskToFrameIndex[HexMasks::bottomLeft])->horizontalFlip();
  447. images->getImage(hexEdgeMaskToFrameIndex[HexMasks::bottom])->horizontalFlip();
  448. images->getImage(hexEdgeMaskToFrameIndex[HexMasks::topRightHalfCorner])->verticalFlip();
  449. images->getImage(hexEdgeMaskToFrameIndex[HexMasks::bottomRightHalfCorner])->doubleFlip();
  450. images->getImage(hexEdgeMaskToFrameIndex[HexMasks::bottomLeftHalfCorner])->horizontalFlip();
  451. images->getImage(hexEdgeMaskToFrameIndex[HexMasks::rightHalf])->verticalFlip();
  452. images->getImage(hexEdgeMaskToFrameIndex[HexMasks::topRightCorner])->verticalFlip();
  453. images->getImage(hexEdgeMaskToFrameIndex[HexMasks::bottomRightCorner])->doubleFlip();
  454. images->getImage(hexEdgeMaskToFrameIndex[HexMasks::bottomLeftCorner])->horizontalFlip();
  455. }
  456. void BattleFieldController::showHighlightedHexes(Canvas & canvas)
  457. {
  458. std::vector<BattleHex> rangedFullDamageLimitHexes;
  459. std::vector<BattleHex> shootingRangeLimitHexes;
  460. std::vector<std::shared_ptr<IImage>> rangedFullDamageLimitHexesHighligts;
  461. std::vector<std::shared_ptr<IImage>> shootingRangeLimitHexesHighligts;
  462. std::set<BattleHex> hoveredStackMovementRangeHexes = getMovementRangeForHoveredStack();
  463. std::set<BattleHex> hoveredSpellHexes = getHighlightedHexesForSpellRange();
  464. std::set<BattleHex> hoveredMoveHexes = getHighlightedHexesForMovementTarget();
  465. BattleHex hoveredHex = getHoveredHex();
  466. if(hoveredHex == BattleHex::INVALID)
  467. return;
  468. const CStack * hoveredStack = getHoveredStack();
  469. // skip range limit calculations if unit hovered is not a shooter
  470. if(hoveredStack && hoveredStack->isShooter())
  471. {
  472. // calculate array with highlight images for ranged full damage limit
  473. auto rangedFullDamageDistance = hoveredStack->getRangedFullDamageDistance();
  474. calculateRangeLimitAndHighlightImages(rangedFullDamageDistance, rangedFullDamageLimitImages, rangedFullDamageLimitHexes, rangedFullDamageLimitHexesHighligts);
  475. // calculate array with highlight images for shooting range limit
  476. auto shootingRangeDistance = hoveredStack->getShootingRangeDistance();
  477. calculateRangeLimitAndHighlightImages(shootingRangeDistance, shootingRangeLimitImages, shootingRangeLimitHexes, shootingRangeLimitHexesHighligts);
  478. }
  479. auto const & hoveredMouseHexes = owner.actionsController->currentActionSpellcasting(getHoveredHex()) ? hoveredSpellHexes : hoveredMoveHexes;
  480. for(int hex = 0; hex < GameConstants::BFIELD_SIZE; ++hex)
  481. {
  482. bool stackMovement = hoveredStackMovementRangeHexes.count(hex);
  483. bool mouse = hoveredMouseHexes.count(hex);
  484. // calculate if hex is Ranged Full Damage Limit and its position in highlight array
  485. int hexIndexInRangedFullDamageLimit = 0;
  486. bool hexInRangedFullDamageLimit = IsHexInRangeLimit(hex, rangedFullDamageLimitHexes, &hexIndexInRangedFullDamageLimit);
  487. // calculate if hex is Shooting Range Limit and its position in highlight array
  488. int hexIndexInShootingRangeLimit = 0;
  489. bool hexInShootingRangeLimit = IsHexInRangeLimit(hex, shootingRangeLimitHexes, &hexIndexInShootingRangeLimit);
  490. if(stackMovement && mouse) // area where hovered stackMovement can move shown with highlight. Because also affected by mouse cursor, shade as well
  491. {
  492. showHighlightedHex(canvas, cellUnitMovementHighlight, hex, false);
  493. showHighlightedHex(canvas, cellShade, hex, true);
  494. }
  495. if(!stackMovement && mouse) // hexes affected only at mouse cursor shown as shaded
  496. {
  497. showHighlightedHex(canvas, cellShade, hex, true);
  498. }
  499. if(stackMovement && !mouse) // hexes where hovered stackMovement can move shown with highlight
  500. {
  501. showHighlightedHex(canvas, cellUnitMovementHighlight, hex, false);
  502. }
  503. if(hexInRangedFullDamageLimit)
  504. {
  505. showHighlightedHex(canvas, rangedFullDamageLimitHexesHighligts[hexIndexInRangedFullDamageLimit], hex, false);
  506. }
  507. if(hexInShootingRangeLimit)
  508. {
  509. showHighlightedHex(canvas, shootingRangeLimitHexesHighligts[hexIndexInShootingRangeLimit], hex, false);
  510. }
  511. }
  512. }
  513. Rect BattleFieldController::hexPositionLocal(BattleHex hex) const
  514. {
  515. int x = 14 + ((hex.getY())%2==0 ? 22 : 0) + 44*hex.getX();
  516. int y = 86 + 42 *hex.getY();
  517. int w = cellShade->width();
  518. int h = cellShade->height();
  519. return Rect(x, y, w, h);
  520. }
  521. Rect BattleFieldController::hexPositionAbsolute(BattleHex hex) const
  522. {
  523. return hexPositionLocal(hex) + pos.topLeft();
  524. }
  525. bool BattleFieldController::isPixelInHex(Point const & position)
  526. {
  527. return !cellShade->isTransparent(position);
  528. }
  529. BattleHex BattleFieldController::getHoveredHex()
  530. {
  531. return hoveredHex;
  532. }
  533. const CStack* BattleFieldController::getHoveredStack()
  534. {
  535. auto hoveredHex = getHoveredHex();
  536. const CStack* hoveredStack = owner.curInt->cb->battleGetStackByPos(hoveredHex, true);
  537. return hoveredStack;
  538. }
  539. BattleHex BattleFieldController::getHexAtPosition(Point hoverPos)
  540. {
  541. if (owner.attackingHero)
  542. {
  543. if (owner.attackingHero->pos.isInside(hoverPos))
  544. return BattleHex::HERO_ATTACKER;
  545. }
  546. if (owner.defendingHero)
  547. {
  548. if (owner.attackingHero->pos.isInside(hoverPos))
  549. return BattleHex::HERO_DEFENDER;
  550. }
  551. for (int h = 0; h < GameConstants::BFIELD_SIZE; ++h)
  552. {
  553. Rect hexPosition = hexPositionAbsolute(h);
  554. if (!hexPosition.isInside(hoverPos))
  555. continue;
  556. if (isPixelInHex(hoverPos - hexPosition.topLeft()))
  557. return h;
  558. }
  559. return BattleHex::INVALID;
  560. }
  561. BattleHex::EDir BattleFieldController::selectAttackDirection(BattleHex myNumber)
  562. {
  563. const bool doubleWide = owner.stacksController->getActiveStack()->doubleWide();
  564. auto neighbours = myNumber.allNeighbouringTiles();
  565. // 0 1
  566. // 5 x 2
  567. // 4 3
  568. // if true - our current stack can move into this hex (and attack)
  569. std::array<bool, 8> attackAvailability;
  570. if (doubleWide)
  571. {
  572. // For double-hexes we need to ensure that both hexes needed for this direction are occupyable:
  573. // | -0- | -1- | -2- | -3- | -4- | -5- | -6- | -7-
  574. // | o o - | - o o | - - | - - | - - | - - | o o | - -
  575. // | - x - | - x - | - x o o| - x - | - x - |o o x - | - x - | - x -
  576. // | - - | - - | - - | - o o | o o - | - - | - - | o o
  577. for (size_t i : { 1, 2, 3})
  578. attackAvailability[i] = vstd::contains(occupiableHexes, neighbours[i]) && vstd::contains(occupiableHexes, neighbours[i].cloneInDirection(BattleHex::RIGHT, false));
  579. for (size_t i : { 4, 5, 0})
  580. attackAvailability[i] = vstd::contains(occupiableHexes, neighbours[i]) && vstd::contains(occupiableHexes, neighbours[i].cloneInDirection(BattleHex::LEFT, false));
  581. attackAvailability[6] = vstd::contains(occupiableHexes, neighbours[0]) && vstd::contains(occupiableHexes, neighbours[1]);
  582. attackAvailability[7] = vstd::contains(occupiableHexes, neighbours[3]) && vstd::contains(occupiableHexes, neighbours[4]);
  583. }
  584. else
  585. {
  586. for (size_t i = 0; i < 6; ++i)
  587. attackAvailability[i] = vstd::contains(occupiableHexes, neighbours[i]);
  588. attackAvailability[6] = false;
  589. attackAvailability[7] = false;
  590. }
  591. // Zero available tiles to attack from
  592. if ( vstd::find(attackAvailability, true) == attackAvailability.end())
  593. {
  594. logGlobal->error("Error: cannot find a hex to attack hex %d from!", myNumber);
  595. return BattleHex::NONE;
  596. }
  597. // For each valid direction, select position to test against
  598. std::array<Point, 8> testPoint;
  599. for (size_t i = 0; i < 6; ++i)
  600. if (attackAvailability[i])
  601. testPoint[i] = hexPositionAbsolute(neighbours[i]).center();
  602. // For bottom/top directions select central point, but move it a bit away from true center to reduce zones allocated to them
  603. if (attackAvailability[6])
  604. testPoint[6] = (hexPositionAbsolute(neighbours[0]).center() + hexPositionAbsolute(neighbours[1]).center()) / 2 + Point(0, -5);
  605. if (attackAvailability[7])
  606. testPoint[7] = (hexPositionAbsolute(neighbours[3]).center() + hexPositionAbsolute(neighbours[4]).center()) / 2 + Point(0, 5);
  607. // Compute distance between tested position & cursor position and pick nearest
  608. std::array<int, 8> distance2;
  609. for (size_t i = 0; i < 8; ++i)
  610. if (attackAvailability[i])
  611. distance2[i] = (testPoint[i].y - currentAttackOriginPoint.y)*(testPoint[i].y - currentAttackOriginPoint.y) + (testPoint[i].x - currentAttackOriginPoint.x)*(testPoint[i].x - currentAttackOriginPoint.x);
  612. size_t nearest = -1;
  613. for (size_t i = 0; i < 8; ++i)
  614. if (attackAvailability[i] && (nearest == -1 || distance2[i] < distance2[nearest]) )
  615. nearest = i;
  616. assert(nearest != -1);
  617. return BattleHex::EDir(nearest);
  618. }
  619. BattleHex BattleFieldController::fromWhichHexAttack(BattleHex attackTarget)
  620. {
  621. BattleHex::EDir direction = selectAttackDirection(getHoveredHex());
  622. const CStack * attacker = owner.stacksController->getActiveStack();
  623. assert(direction != BattleHex::NONE);
  624. assert(attacker);
  625. if (!attacker->doubleWide())
  626. {
  627. assert(direction != BattleHex::BOTTOM);
  628. assert(direction != BattleHex::TOP);
  629. return attackTarget.cloneInDirection(direction);
  630. }
  631. else
  632. {
  633. // We need to find position of right hex of double-hex creature (or left for defending side)
  634. // | TOP_LEFT |TOP_RIGHT | RIGHT |BOTTOM_RIGHT|BOTTOM_LEFT| LEFT | TOP |BOTTOM
  635. // | o o - | - o o | - - | - - | - - | - - | o o | - -
  636. // | - x - | - x - | - x o o| - x - | - x - |o o x - | - x - | - x -
  637. // | - - | - - | - - | - o o | o o - | - - | - - | o o
  638. switch (direction)
  639. {
  640. case BattleHex::TOP_LEFT:
  641. case BattleHex::LEFT:
  642. case BattleHex::BOTTOM_LEFT:
  643. {
  644. if ( attacker->unitSide() == BattleSide::ATTACKER )
  645. return attackTarget.cloneInDirection(direction);
  646. else
  647. return attackTarget.cloneInDirection(direction).cloneInDirection(BattleHex::LEFT);
  648. }
  649. case BattleHex::TOP_RIGHT:
  650. case BattleHex::RIGHT:
  651. case BattleHex::BOTTOM_RIGHT:
  652. {
  653. if ( attacker->unitSide() == BattleSide::ATTACKER )
  654. return attackTarget.cloneInDirection(direction).cloneInDirection(BattleHex::RIGHT);
  655. else
  656. return attackTarget.cloneInDirection(direction);
  657. }
  658. case BattleHex::TOP:
  659. {
  660. if ( attacker->unitSide() == BattleSide::ATTACKER )
  661. return attackTarget.cloneInDirection(BattleHex::TOP_RIGHT);
  662. else
  663. return attackTarget.cloneInDirection(BattleHex::TOP_LEFT);
  664. }
  665. case BattleHex::BOTTOM:
  666. {
  667. if ( attacker->unitSide() == BattleSide::ATTACKER )
  668. return attackTarget.cloneInDirection(BattleHex::BOTTOM_RIGHT);
  669. else
  670. return attackTarget.cloneInDirection(BattleHex::BOTTOM_LEFT);
  671. }
  672. default:
  673. assert(0);
  674. return BattleHex::INVALID;
  675. }
  676. }
  677. }
  678. bool BattleFieldController::isTileAttackable(const BattleHex & number) const
  679. {
  680. for (auto & elem : occupiableHexes)
  681. {
  682. if (BattleHex::mutualPosition(elem, number) != -1 || elem == number)
  683. return true;
  684. }
  685. return false;
  686. }
  687. void BattleFieldController::updateAccessibleHexes()
  688. {
  689. auto accessibility = owner.curInt->cb->getAccesibility();
  690. for(int i = 0; i < accessibility.size(); i++)
  691. stackCountOutsideHexes[i] = (accessibility[i] == EAccessibility::ACCESSIBLE || (accessibility[i] == EAccessibility::SIDE_COLUMN));
  692. }
  693. bool BattleFieldController::stackCountOutsideHex(const BattleHex & number) const
  694. {
  695. return stackCountOutsideHexes[number];
  696. }
  697. void BattleFieldController::showAll(Canvas & to)
  698. {
  699. show(to);
  700. }
  701. void BattleFieldController::tick(uint32_t msPassed)
  702. {
  703. updateAccessibleHexes();
  704. owner.stacksController->tick(msPassed);
  705. owner.obstacleController->tick(msPassed);
  706. owner.projectilesController->tick(msPassed);
  707. }
  708. void BattleFieldController::show(Canvas & to)
  709. {
  710. CSDL_Ext::CClipRectGuard guard(to.getInternalSurface(), pos);
  711. renderBattlefield(to);
  712. if (isActive() && isGesturing() && getHoveredHex() != BattleHex::INVALID)
  713. {
  714. auto cursorIndex = CCS->curh->get<Cursor::Combat>();
  715. auto imageIndex = static_cast<size_t>(cursorIndex);
  716. to.draw(attackCursors->getImage(imageIndex), hexPositionAbsolute(getHoveredHex()).center() - CCS->curh->getPivotOffsetCombat(imageIndex));
  717. }
  718. }
  719. bool BattleFieldController::receiveEvent(const Point & position, int eventType) const
  720. {
  721. if (eventType == HOVER)
  722. return true;
  723. return CIntObject::receiveEvent(position, eventType);
  724. }